虚拟现实
计算机科学
互动性
课程
虚拟机
德尔菲法
德尔菲
多媒体
工程管理
人机交互
工程类
人工智能
教育学
心理学
操作系统
作者
Chih-Chao Chung,Yuh-Ming Cheng,Shi‐Jer Lou
标识
DOI:10.1007/978-3-030-91540-7_12
摘要
This study aims to design a STEAM virtual reality (VR) learning environment for engineering students, as well as evaluate the practicability of the learning environment. This study adopted Fuzzy Delphi Method by inviting six experts in the fields of VR application, STEAM education, and engineering education to execute the expert questionnaire survey, in a bid to build up a capability indicator of STEAM education and carry out the STEAM VR environment practicability evaluation serving as a foundation of the further development of curriculum. According to our study findings, the most important capability indicator in STEAM is “Hands-on Skills”, followed by “Problem Solving”, “Daily Life Application”, “Sensory Learning” and “Interdisciplinarity”. In terms of the practicability evaluation of STEAM VR learning environment establishment, the highest scoring element is “Interactivity”, followed by “Engagement”, with “Imagination” being the lowest. This study serves as a reference for future educators and researchers in establishing a STEAM VR learning environment.
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