VIRTUAL REALITY AND STEAM EDUCATION

Authors

  • Samali Basu

DOI:

https://doi.org/10.25215/1300266740.23

Abstract

The integration of Virtual Reality (VR) into STEAM (Science, Technology, Engineering, Arts and Mathematics) education is transforming the landscape of modern teaching and learning. This paper explores the concept, benefits, limitations, and implications of using VR in STEAM Education. VR creates immersive, interactive learning environments that enhance student engagement, facilitate deeper understanding of complex concepts, and promote creative problem-solving skills. However, challenges such as high costs, accessibility issues, and the need for teacher training remain. This chapter evaluates the potential of VR in STEAM Education, highlighting it’s transformative power while acknowledging the limitations and proposing future directions for effective integration.

Published

2025-05-15