INTEGRATION OF VIRTUAL AND AUGMENTED REALITY IN EXPERIENTIAL STEAM LEARNING: PEDAGOGICAL AND HEALTHCARE PERSPECTIVES

Authors

  • Samreen Jamshed, Md. Farhan Alam, Mohammad Afaque

DOI:

https://doi.org/10.25215/1105352250.27

Abstract

Immersive technologies, particularly Virtual Reality (VR) and Augmented Reality (AR), are transforming education by enabling experiential, interactive, and learner-centred approaches within Science, Technology, Engineering, Arts, and Mathematics (STEAM). This chapter examines the role of VR and AR in promoting experiential learning, focusing on their theoretical foundations, technological frameworks, and levels of immersion. Drawing on constructivism, Kolb’s experiential learning cycle, and cognitive load theory, it highlights how immersive environments enhance engagement, cognitive processing, and knowledge construction. The integration of VR and AR across STEAM disciplines, including virtual laboratories, engineering design, mathematical visualization, and creative arts, is explored. Special emphasis is placed on healthcare and physiotherapy education, where immersive technologies support safe, simulation-based learning and clinical skill development. Pedagogical strategies such as gamification, collaborative learning, and adaptive systems are also discussed. Overall, VR and AR demonstrate strong potential to enhance engagement, retention, and skill acquisition while supporting inclusive and future-ready learning environments.

Published

2026-04-18