Abstract

Virtual Reality (VR) is a three-dimensional digital environment which allows multiple degrees of freedom for the user to interact with the environment and engage in immersive interactions. Current foci in STEM Education disciplines require student to understand, manipulate, and incorporate complex and abstract ideas and observations. Some of the environments related to these ideas are impossible to replicate in educational settings. VR has the potential to create individual custom learning environments with appropriate levels of fluidity and immersion which promotes exploration and discovery helping to motivate, encourage, and excite students about STEM discipline content. Using VR, it becomes possible to replicate environments not otherwise available for students to explore. When considering the user experience, it is necessary to ensure there is sufficient fluidity and immersion within the VR environment for learning to occur. The lack of fluidity and immersion in a VR environment significantly negatively impacts learning outcomes and the user experience.

Full Text
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