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Enhancing STEM Education through Interactive Metaverses: A Case Study and Methodological Framework

J. Ernesto Solanes, Sergi Montava-Jordà, Emilio Golf-Laville, Vicente Jesus Segui, Luis Gracia, Adolfo Muñoz

2023Applied Sciences29 citationsDOIOpen Access PDF

Abstract

In recent years, the rapid growth of virtual reality has opened up new possibilities for creating immersive virtual worlds known as metaverses. With advancements in technology, such as virtual reality headsets, and the emergence of applications with social interaction, metaverses offer exciting opportunities for STEM (Science, Technology, Engineering, and Mathematics) education. This article proposes the integration of metaverses into STEM courses, enabling students to forge connections between different subjects within their curriculum, to leverage current technological advancements, and to revolutionize project presentations and audience interaction. Drawing upon a case study conducted with students enrolled in the “Proyectos RII 1: Organización y Escenarios” course at the Escuela Politécnica Superior de Alcoy of the Technical University of Valencia (Spain), this article provides a comprehensive description of the methodology employed by the students and professors. It outlines the process followed, shedding light on the innovative use of metaverses in their projects. Moreover, the article shares valuable insights obtained through surveys and personal opinions gathered from students throughout the course and upon its completion. By exploring the intersection of metaverses and STEM education, this study showcases the transformative potential of integrating interactive virtual environments. Furthermore, this work highlights the benefits of increased student engagement, motivation, and collaboration, as well as the novel ways in which projects can be presented and interactions with audiences can be redefined.

Topics & Concepts

Transformative learningCurriculumLeverage (statistics)Process (computing)Virtual realityPedagogyEngineering ethicsSociologyEngineeringComputer scienceHuman–computer interactionOperating systemMachine learningVirtual Reality Applications and ImpactsEducational Games and GamificationInnovative Teaching Methods