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

dc.contributor.authorMystakidis, Stylianos
dc.contributor.authorPapantzikos, George
dc.contributor.authorStylios, Chrysostomos
dc.contributor.otherΜυστακίδης, Στυλιανός
dc.date.accessioned2022-11-15T09:49:14Z
dc.date.available2022-11-15T09:49:14Z
dc.date.issued2021-10-18
dc.description.abstractScience, 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.
dc.identifier.doi10.1109/SEEDA-CECNSM53056.2021.9566265
dc.identifier.urihttps://hdl.handle.net/10889/23970
dc.language.isoen
dc.publisherIEEE
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectVirtual reality
dc.subjectSTEM education
dc.subjectEscape rooms
dc.subjectE-learning
dc.subjectDistance education
dc.subjectSerious games
dc.subjectOnline education
dc.subjectIndustry 4.0
dc.subject.alternativeΕικονική πραγματικότητα
dc.subject.alternativeΕκπαίδευση με μεθοδολογία STEM
dc.subject.alternativeΤεχνολογίες της Πληροφορικής και των Επικοινωνιών (ΤΠΕ)
dc.subject.alternativeΕκπαίδευση
dc.subject.alternativeΠαιχνίδια απόδρασης
dc.subject.alternativeΔωμάτια διαφυγής
dc.subject.alternativeΠαιχνίδια σοβαρού σκοπού
dc.subject.alternativeΠαιγνιώδης μάθηση
dc.subject.alternativeΕκπαίδευση STEM
dc.subject.alternative4η Βιομηχανική επανάσταση
dc.titleVirtual reality escape rooms for STEM education in industry 4.0 : Greek teachers perspectives
oaire.citation.conferenceDate2021-09-26
oaire.citation.conferencePlacePreveza, Greece
oaire.citation.endPage5
oaire.citation.startPage1
oaire.citation.title2021 6th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM)
oaire.versionhttp://purl.org/coar/version/c_ab4af688f83e57aa

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