Combination of STEAM Concept and Virtual Reality Teaching—Taking the Virtual Smart Car Experiment as an Example
Xiaoyao Chen, Yulong Bai, Xiang Wu
Available Online 16 December 2020.
- https://doi.org/10.2991/assehr.k.201214.013How to use a DOI?
- STEAM education, Discipline integration, Virtual reality, Project-based learning
- Being project-based or problem-solving-oriented, STEAM education aims to guide learners to use interdisciplinary knowledge to solve practical problems. While being immersive and imaginative, virtual reality (VR) is becoming more and more popular in education as a new and effective interactive way. A virtual intelligent car laboratory, which consists of virtual car assembly, obstacle avoidance car experiment and sensor learning, is therefore built by combining STEAM education concepts with virtual reality technology. In the laboratory, learners can obtain a feeling and experience similar to that in the real world through interacting with necessary equipment and virtual scenes. And the visualization, contextualization and perception of STEAM teaching theory and practice are achieved through virtual interactive teaching projects. Also, the experiment confirms that the laboratory could be of practical use and cultivate learners’ comprehensive ability and practical innovation capability.
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - Xiaoyao Chen AU - Yulong Bai AU - Xiang Wu PY - 2020 DA - 2020/12/16 TI - Combination of STEAM Concept and Virtual Reality Teaching—Taking the Virtual Smart Car Experiment as an Example BT - Proceedings of the 2020 6th International Conference on Social Science and Higher Education (ICSSHE 2020) PB - Atlantis Press SP - 78 EP - 82 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.201214.013 DO - https://doi.org/10.2991/assehr.k.201214.013 ID - Chen2020 ER -