Virtual reality escape rooms for STEM education in industry 4.0 : Greek teachers perspectives

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Virtual reality escape rooms for STEM education in industry 4.0 : Greek teachers perspectives

Stylios, Chrysostomos
Papantzikos, George
Mystakidis, Stylianos

Μυστακίδης, Στυλιανός

2022-11-15T09:49:14Z
2021-10-18


Science, Technology, Engineering and Mathematics (STEM) skills comprise a crucial meta-discipline for success in the 21 st 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.

Παιχνίδια απόδρασης
Παιχνίδια σοβαρού σκοπού
E-learning
Distance education
Παιγνιώδης μάθηση
Εκπαίδευση με μεθοδολογία STEM
4η Βιομηχανική επανάσταση
Εκπαίδευση
Industry 4.0
Δωμάτια διαφυγής
Εκπαίδευση STEM
Virtual reality
Τεχνολογίες της Πληροφορικής και των Επικοινωνιών (ΤΠΕ)
Escape rooms
Εικονική πραγματικότητα
Online education
STEM education
Serious games

Preveza, Greece

2021 6th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM)

IEEE

http://creativecommons.org/licenses/by-nc-nd/3.0/us/
Attribution-NonCommercial-NoDerivs 3.0 United States




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