conference-paper

Applying Virtual Reality Scenery in C-STEAM Courses: A Case Study of “Lantern Festival” Virtual Venue

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Abstract

C-STEAM is a kind of STEM education oriented toward cultural heritage, which aims to enhance students' humanistic literacy and cultural identity while developing their scientific spirit by creating authentic cultural contexts to highly integrate cross-disciplinary knowledge, so as to cultivate innovative talents with both character and ability. Virtual reality scenery, as an effective way of context construction, can provide students with immersive experiences. In this study, we have developed a teaching aid software based on virtual cultural venues to verify the positive role of virtual scenery in C-STEAM education by taking the Lantern Festival as an example. According to the implementation of the project, we clarify the usage and effects of virtual scenery in C-STEAM curriculums based on situated learning, which provides resource support and practical experience for the development of C-STEAM education practice.

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Publication details

DOI
10.1109/waie57417.2022.00020
OpenAlex
W4319430419
Document type
conference-paper
Language
EN
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