Professional Documents
Culture Documents
In session 1 I have learnt a lot. The first one is that STEM is an integrated approach to
help students learn knowledge which containing different disciplines in a new way so
that they can apply the knowledge in solving authentic problems they met in their
daily life (Vasquez, et al. 2013). The development of STEM has gone through a long
period from eSTEM,iStem,STREM,STEAM to STEM. The purpose of developing STEM
has three aspects: economic development ,individual development and better world
which means STEM not only can provide many scientist in Science ,
Technology,Engineering and Mathematics field to develop new area of the economy
but also help person in society to release their aspirations.There are 3 levels of STEM
integration:Multidisciplinary,Interdisciplinary and Transdisciplinary. Furthermore, by
learning the example of learning integration design in HongKong, I have a deep
understanding of how to apply the technologies in teaching students integrated
knowledge and how the process of teaching can be assessed. Also, I knew some key
digital technologies for STEM:Robotics,Fabrication,Coding. The process steps of
learning design are given to us to help us have a better understanding of the learning
design framework.
What’s more I also know a new teaching model “RASE”model which is a pedagogic
student-centred learning model, interactivity and applications of technology, this
paper seeks to help teachers design more effective courses to enable students to
acquire greater autonomy, and to cultivate dispositions to understand.
• What these concepts mean for the school practices and STEM
educational research?
Add “RASE” teaching model and emerging technology like immersive VR in STEM
education in school practices is an innovation and revolution for traditional teaching
process which means students have more chance to choose a learning approach
which can help them have a better understanding of knowledge and “RASE” for
teachers can help them arrange lesson plan more suitable and adaptable for
students to understand and it can also give teacher a better reflection about what
degree do students have learned the knowledge.
Reference:
[1]Lantz, H. B. (2009). Science, Technology, Engineering, and Mathematics (STEM)
Education: What form? What function? Retrieved Oct ober1, 2013
[2]Pellas, N., Kazanidis, I., & Palaigeorgiou, G. (2019). A systematic literature review
of mixed reality environments in K-12 education. Education and Information
Technologies, 1-40.
[3]Slater, M. (1999). Measuring presence: A response to the Witmer and
Singer presence questionnaire. Presence, 8(5), 560-565.
[4]:Hite, R. L., Jones, M. G., Childers, G. M., Ennes, M., Chesnutt, K.,
Pereyra, M., & Cayton, E. (2019). Investigating potential relationships
between adolescents’ cognitive development and perceptions of
presence in 3-D, haptic-enabled, virtual reality science
instruction. Journal of Science Education and Technology, 28(3), 265-
284.
[5]:Wolfartsberger, J. (2019). Analyzing the potential of Virtual Reality
for engineering design review. Automation in Construction, 104, 27-37.
[6]: Southgate, E., Smith, S. P., Cividino, C., Saxby, S., Kilham, J.,
Eather, G., ... & Bergin, C. (2019). Embedding immersive virtual reality
in classrooms: Ethical, organisational and educational lessons in
bridging research and practice. International Journal of Child-Computer
Interaction, 19, 19-29.
[7]:Ucar, E., Ustunel, H., Civelek, T., & Umut, I. (2017). Effects of using
a force feedback haptic augmented simulation on the attitudes of the
gifted students towards studying chemical bonds in virtual reality
environment. Behaviour & Information Technology, 36(5), 540-547.
[8]: Shi, A., Wang, Y., & Ding, N. (2019). The effect of game–based
immersive virtual reality learning environment on learning outcomes:
designing an intrinsic integrated educational game for pre–class
learning. Interactive Learning Environments, 1-14.
[9]:Makransky, G., Wismer, P., & Mayer, R. E. (2019). A gender
matching effect in learning with pedagogical agents in an immersive
virtual reality science simulation. Journal of Computer Assisted
Learning, 35(3), 349-358.