Skip to main navigation Skip to search Skip to main content

Integrating virtual reality in STEM education: Enhancing student engagement and understanding through immersive learning environments

  • Gibson Lam*
  • , Paolo Mengoni
  • , Sandy Geng Ping
  • , Rebecca Hui-Wen Liang
  • , Qin Wang
  • , Daniel Jiandong Shen
  • *Corresponding author for this work

Research output: Chapter in book/report/conference proceeding › Conference proceeding › peer-review

Abstract

This study explores the integration of Virtual Reality (VR) in STEM education to enhance student engagement and understanding. VR and immersive environments offer interactive learning methods, transforming traditional educational experiences. This research addresses challenges in STEM education, such as the need for empirical evidence on effective scaffolding strategies and the technological challenges educators face. Participants, comprising engineering and computing students, engaged in VR and non-VR tasks across four categories: Food processing, Audio compression, Substation, and Search engines. Results showed that VR enhances student engagement, understanding, and practical application of theoretical concepts. However, physical discomfort and technical issues were noted as barriers. Gender differences indicated that female students rated the immersive VR experience higher, while engineering students favored VR more than computing students. Linear regression analysis demonstrated predictive value and effectiveness of VR learning methods, with an R² value of 0.826, indicating that 82.6% of the variance in students’ intent to use VR for learning was explained by key predictors like perceived performance and usefulness. The study highlights the importance of incorporating effective scaffolding, storytelling elements, and continuous support in VR design to maximize educational benefits. Future research should focus on addressing these challenges and enhancing the user experience to ensure VR’s successful integration into STEM education.
Original languageEnglish
Title of host publicationProceedings of the 2024 6th International Conference on Engineering Education and Innovation, ICEEI 2024
PublisherAIP Publishing LLC
Number of pages10
Volume3402
Edition1
ISBN (Electronic) 9780735453005
DOIs
Publication statusPublished - 16 Jul 2026
Event6th International Conference on Engineering Education and Innovation, ICEEI 2024 - Da Nang, Viet Nam
Duration: 7 Dec 2024 → 9 Dec 2024
https://pubs.aip.org/aip/acp/issue/3402/1 (Conference Proceedings)

Publication series

NameAIP Conference Proceedings
Number1
Volume3402
ISSN (Print)0094-243X
ISSN (Electronic)1551-7616

Conference

Conference6th International Conference on Engineering Education and Innovation, ICEEI 2024
Country/TerritoryViet Nam
CityDa Nang
Period7/12/24 → 9/12/24
Internet address

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Fingerprint

Dive into the research topics of 'Integrating virtual reality in STEM education: Enhancing student engagement and understanding through immersive learning environments'. Together they form a unique fingerprint.

Cite this