Exploring learning effects and creativity is an important learning performance of engineering education, while STEAM is the trend of international engineering education, and virtual reality is one of the most attractive technology application trends in education and training. This research took three years to develop two sets of virtual reality STEAM inquiry learning materials to understand the impact of the application of virtual reality technology on high school STEAM inquiry learning effects and creative performance, and to promote the virtual reality STEAM inquiry learning module. The content of the "Structural Design" learning activity in this study is compiled with reference to the learning content of the Life Science and Technology subject specified in the 107 national curriculum outline. This research applies virtual reality and "experiential learning" teaching strategies to construct a set of inquiry learning processes suitable for high school learning technology and engineering knowledge and skills. The subjects of the study are four classes in the ninth grade of Taipei City Chenggong Senior High School, with a total of 149 students (the ratio of male to female students is equal). In the study, the class will be used as the unit, and the research objects will be divided into two groups: experimental group and control group. Among them, the experimental group accepts "virtual reality + experiential learning" and "virtual reality" teaching, while the control group adopts general traditional teaching for ten weeks of experimental teaching. Then, through empirical research, compare the performance differences of different teaching methods (virtual reality + experiential learning, virtual reality, traditional teaching) for the two groups of students in structural design subject knowledge, STEAM attitude, creative performance and spatial ability. Finally, this research puts forward relevant suggestions based on the research findings, which can be used as a reference for future high school life science and technology subjects to implement experiential learning and further research using virtual reality.
|Effective start/end date||2017/08/01 → 2020/07/31|
- Virtual reality
- Experiential learning
- Creative expression
- Structural design
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