TY - GEN
T1 - Exploring the Potential of Using Augmented Reality and Virtual Reality for STEM Education
AU - Al-Azawi, Rula
AU - Albadi, Ali
AU - Moghaddas, Raziyeh
AU - Westlake, Jonathan
N1 - Publisher Copyright:
© 2019, Springer Nature Switzerland AG.
Copyright:
Copyright 2019 Elsevier B.V., All rights reserved.
PY - 2019
Y1 - 2019
N2 - The purpose of this article is to focus on the potential of using new technologies such as Augmented Reality and Virtual Reality in science education in general and in STEM education in particular. Although Augmented Reality and Virtual Reality as a technology have strength and weaknesses, this article focus to show how those technologies may facilitate STEM education and how to improve the area of weaknesses. In this research, we address the need for STEM education and training, which is currently either limited or not interested for students. It is also overcome the distance limitation that students face in STEM education. Furthermore, Augmented Reality and Virtual Reality environments are an effective platform to encourage and attracting the new generation technology to STEM field. Technology virtualization has been used in a various way in STEM classroom to encourage creatively and innovation. However, it is also important to take in our consideration that students learning in this environment can be difficult in many directions.
AB - The purpose of this article is to focus on the potential of using new technologies such as Augmented Reality and Virtual Reality in science education in general and in STEM education in particular. Although Augmented Reality and Virtual Reality as a technology have strength and weaknesses, this article focus to show how those technologies may facilitate STEM education and how to improve the area of weaknesses. In this research, we address the need for STEM education and training, which is currently either limited or not interested for students. It is also overcome the distance limitation that students face in STEM education. Furthermore, Augmented Reality and Virtual Reality environments are an effective platform to encourage and attracting the new generation technology to STEM field. Technology virtualization has been used in a various way in STEM classroom to encourage creatively and innovation. However, it is also important to take in our consideration that students learning in this environment can be difficult in many directions.
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U2 - 10.1007/978-3-030-20798-4_4
DO - 10.1007/978-3-030-20798-4_4
M3 - Conference contribution
AN - SCOPUS:85066962305
SN - 9783030207977
T3 - Communications in Computer and Information Science
SP - 36
EP - 44
BT - Learning Technology for Education Challenges - 8th International Workshop, LTEC 2019, Proceedings
A2 - Uden, Lorna
A2 - Sanchez, Galo
A2 - Rodríguez-González, Sara
A2 - Liberona, Dario
PB - Springer Verlag
T2 - 8th International Workshop on Learning Technology for Education Challenges, LTEC 2019
Y2 - 15 July 2019 through 18 July 2019
ER -