Virtual Access to STEM Careers: In the Field Experiments.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
David C Hollock, Nicholas J Brunsink, Austin B Whittaker, Andrew Lawson, Toni B Pence, Brittany Morago, Elham Ebrahimi, James Stocker, Amelia Moody, Amy Taylor, Beatriz Sousa Santos, Alejandra J Magana
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Abstract

The Virtual Access to STEM Careers (VASC) project is an intertwined classroom and virtual reality (VR) curricular program for third through fourth graders. Elementary school students learn about and take on the roles and responsibilities of STEM occupations through authentic, problem-based tasks with physical kits and immersive VR environments. This article reports on a round of curriculum and virtual environment development and in-classroom experimentation that was guided by preliminary results gathered from our initial VASC prototyping and testing. This specific iteration focuses on curriculum for learning about sea turtles and tasks regularly completed by park rangers and marine biologists who work with these creatures and a new backend data collection component to analyze participant behavior. Our results showed that educators were able to setup and integrate VASC into their classrooms with relative ease. Elementary school students were able to learn how to interface with our system quickly and enjoyed being in the environment, making a positive link to STEM education.

STEM 职业虚拟通道:实地实验。
虚拟通向 STEM 职业(VASC)项目是一项针对三至四年级学生的课堂与虚拟现实(VR)相结合的课程计划。小学生通过真实的、基于问题的任务,利用实物工具包和身临其境的虚拟现实环境,了解并承担 STEM 职业的角色和责任。本文报告了一轮课程和虚拟环境开发以及课堂实验的情况,这些实验以我们从最初的 VASC 原型开发和测试中收集到的初步结果为指导。这次迭代的重点是学习有关海龟的课程,以及公园管理员和海洋生物学家与这些生物打交道时经常要完成的任务,还有分析参与者行为的新的后台数据收集组件。我们的研究结果表明,教育工作者能够比较轻松地设置并将 VASC 集成到他们的课堂中。小学生能够很快学会如何与我们的系统对接,并喜欢置身于环境中,这与 STEM 教育有着积极的联系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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