In:
Journal of Computer Assisted Learning, Wiley, Vol. 36, No. 1 ( 2020-02), p. 46-60
Abstract:
What is already known about this topic: The VR provides students with the visualization of abstract concepts and novel points of view that is impossible to display in a real environment. STEM knowledge can be integrated into hands‐on activities to foster students' core competencies through engineering design and producing procedures. What this paper adds: Used VR technology, 6E model, and STEM education to design a hands‐on learning activity. In the activity, students learned how to solve problems, modify their product, and enhance their quadcopter's operational performance, which was a specific representation of “learning by doing.” Implications for practise and/or policy: This study combined VR, the 6E model, and STEM education to develop a hands‐on activity to improve students' abstract scientific concepts, interdisciplinary knowledge, and hands‐on ability. The differences of the learning behaviour patterns during the hands‐on process between the VR technology and lectures were also found.
Type of Medium:
Online Resource
ISSN:
0266-4909
,
1365-2729
Language:
English
Publisher:
Wiley
Publication Date:
2020
detail.hit.zdb_id:
54878-9
detail.hit.zdb_id:
2015214-0
SSG:
5,3