{"title":"Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives","authors":"S. Mystakidis, George Papantzikos, C. Stylios","doi":"10.1109/SEEDA-CECNSM53056.2021.9566265","DOIUrl":null,"url":null,"abstract":"Science, Technology, Engineering and Mathematics (STEM) skills comprise a crucial meta-discipline for success in the 21st century. Education in the industry 4.0 era can be enhanced by adopting Virtual (VR), Mixed (MR), and Augmented (AR). VR can support creative student-centered teaching and learning methods in STEM, such as playful learning, gameful learning (gamification), and serious games. Serious escape rooms are digital interactive, live adventure breakout games with a pedagogical rationale. This paper examines the perceptions of K-12 school education teachers towards digital educational escape rooms for STEM education in VR environments. Twenty-eight Greek teachers responded to a questionnaire after having experienced a cost-effective science-themed digital escape room. Results indicate that teachers reacted positively to the VR escape room, appreciating its value for learning. Moreover, they are eager to engage in professional development activities and embrace gameful learning methods.","PeriodicalId":68279,"journal":{"name":"计算机工程与设计","volume":"2 1","pages":"1-5"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"计算机工程与设计","FirstCategoryId":"1093","ListUrlMain":"https://doi.org/10.1109/SEEDA-CECNSM53056.2021.9566265","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 12
Abstract
Science, Technology, Engineering and Mathematics (STEM) skills comprise a crucial meta-discipline for success in the 21st century. Education in the industry 4.0 era can be enhanced by adopting Virtual (VR), Mixed (MR), and Augmented (AR). VR can support creative student-centered teaching and learning methods in STEM, such as playful learning, gameful learning (gamification), and serious games. Serious escape rooms are digital interactive, live adventure breakout games with a pedagogical rationale. This paper examines the perceptions of K-12 school education teachers towards digital educational escape rooms for STEM education in VR environments. Twenty-eight Greek teachers responded to a questionnaire after having experienced a cost-effective science-themed digital escape room. Results indicate that teachers reacted positively to the VR escape room, appreciating its value for learning. Moreover, they are eager to engage in professional development activities and embrace gameful learning methods.
期刊介绍:
Computer Engineering and Design is supervised by China Aerospace Science and Industry Corporation and sponsored by the 706th Institute of the Second Academy of China Aerospace Science and Industry Corporation. It was founded in 1980. The purpose of the journal is to disseminate new technologies and promote academic exchanges. Since its inception, it has adhered to the principle of combining depth and breadth, theory and application, and focused on reporting cutting-edge and hot computer technologies. The journal accepts academic papers with innovative and independent academic insights, including papers on fund projects, award-winning research papers, outstanding papers at academic conferences, doctoral and master's theses, etc.