Virtual reality escape rooms for STEM education in industry 4.0 : Greek teachers perspectives
| dc.contributor.author | Mystakidis, Stylianos | |
| dc.contributor.author | Papantzikos, George | |
| dc.contributor.author | Stylios, Chrysostomos | |
| dc.contributor.other | Μυστακίδης, Στυλιανός | |
| dc.date.accessioned | 2022-11-15T09:49:14Z | |
| dc.date.available | 2022-11-15T09:49:14Z | |
| dc.date.issued | 2021-10-18 | |
| dc.description.abstract | Science, 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.doi | 10.1109/SEEDA-CECNSM53056.2021.9566265 | |
| dc.identifier.uri | https://hdl.handle.net/10889/23970 | |
| dc.language.iso | en | |
| dc.publisher | IEEE | |
| dc.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | * |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/us/ | * |
| dc.subject | Virtual reality | |
| dc.subject | STEM education | |
| dc.subject | Escape rooms | |
| dc.subject | E-learning | |
| dc.subject | Distance education | |
| dc.subject | Serious games | |
| dc.subject | Online education | |
| dc.subject | Industry 4.0 | |
| dc.subject.alternative | Εικονική πραγματικότητα | |
| dc.subject.alternative | Εκπαίδευση με μεθοδολογία STEM | |
| dc.subject.alternative | Τεχνολογίες της Πληροφορικής και των Επικοινωνιών (ΤΠΕ) | |
| dc.subject.alternative | Εκπαίδευση | |
| dc.subject.alternative | Παιχνίδια απόδρασης | |
| dc.subject.alternative | Δωμάτια διαφυγής | |
| dc.subject.alternative | Παιχνίδια σοβαρού σκοπού | |
| dc.subject.alternative | Παιγνιώδης μάθηση | |
| dc.subject.alternative | Εκπαίδευση STEM | |
| dc.subject.alternative | 4η Βιομηχανική επανάσταση | |
| dc.title | Virtual reality escape rooms for STEM education in industry 4.0 : Greek teachers perspectives | |
| oaire.citation.conferenceDate | 2021-09-26 | |
| oaire.citation.conferencePlace | Preveza, Greece | |
| oaire.citation.endPage | 5 | |
| oaire.citation.startPage | 1 | |
| oaire.citation.title | 2021 6th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM) | |
| oaire.version | http://purl.org/coar/version/c_ab4af688f83e57aa |
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