虛擬實境應用對高中STEAM探究學習效果與創意表現的影響----電機電子教學模組研究

Project: Government MinistryMinistry of Science and Technology

Project Details

Description

There are much complex and abstract knowledge or concepts in the learning process, which are not easy for many students to understand through textbook illustrations, teacher explanations, presentations, or animations. With the development of technology tools, virtual reality technology solves this problem by combining interactive design, 3D models, and animations with virtual reality to help students learn and have the opportunity to further understand the concepts or knowledge through immersive simulation. This project analyzes the existing virtual reality teaching aids and considers the teachers, students' ease of use, and the teaching environment...etc. The project selects the virtual reality device zSpace, which is designed with education as the starting point, as an aiding tool to enhance learners' motivation and participation through contextual simulation and appropriate teaching strategies to help teachers teach and students learn. It helps teachers to teach and students to learn. Based on the research results and recommendations of the first and second years, the project continues to revise the content of the teaching module to meet the needs of the teaching field. In addition, the second year of the project will develop the "Electric Boat" teaching module and implement a large-scale teaching experiment in a junior high school in Taoyuan, Taiwan. The curriculum will be based on the requirements of the 12-year National Education Curriculum and linked to students' life experiences, leading students to practice theories and ideas through problem-solving skills, creative techniques, and STEAM hands-on activity. The project also continues to promote STEAM and VR teaching with the National Taiwan Normal University College of Teacher Education and the Maker Education and Technology Center in accordance with the master plan. The modules will be used in teaching sites and teacher training.
StatusFinished
Effective start/end date2017/08/012020/10/31

Keywords

  • zSpace
  • Virtual reality
  • problem-solving skills
  • creative techniques
  • STEAM hands-on activity

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