Exploration of the “VR+STEAM” Teaching Model
- DOI
- 10.2991/978-2-38476-291-0_12How to use a DOI?
- Keywords
- VR; STEAM; Teaching mode; innovation ability
- Abstract
With the rapid development of technology, VR technology is gradually integrating into the field of education, driving educational transformation. This article conducts research on the “VR+STEAM” teaching mode, analyzes the theoretical basis of this mode, explores the implementation methods and advantages of the “VR+STEAM” teaching mode in extracurricular teaching, and finally proposes the key points and teaching reform suggestions of this teaching mode. Research has shown that the “VR+STEAM” teaching model plays an important role in stimulating students’ interest in learning, improving innovation ability, and cultivating comprehensive qualities.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Zeliang Liu AU - Bo Zhang AU - Wei Zeng PY - 2024 DA - 2024/09/29 TI - Exploration of the “VR+STEAM” Teaching Model BT - Proceedings of the 2024 3rd International Conference on Science Education and Art Appreciation (SEAA 2024) PB - Atlantis Press SP - 94 EP - 100 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-291-0_12 DO - 10.2991/978-2-38476-291-0_12 ID - Liu2024 ER -