How to cite this paper
Ward, T., Ortega-Moody, J., Khoury, S., Wheatley, M & Jenab, K. (2025). Virtual reality platforms for K-12 STEM education.Management Science Letters , 15(4), 193-204.
Refrences
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Ali, A. A., Dafoulas, G. A., & Augusto, J. C. (2019). Collaborative educational environments incorporating mixed reality technologies: A systematic mapping study. IEEE Transactions on Learning Technologies, 12(3), 321-332.
Bohné, T., Heine, I., Gürerk, Ö.; Rieger, C., Kemmer, L., & Cao, L. Y. (2021). Perception engineering learning with virtual reality. IEEE Transactions on Learning Technologies, 14(4), 500-514.
Chen, C. W., Toh, S., & Ismail, W. M. W. (2005). Are learning styles relevant to virtual reality? Journal of Research on Technology in Education, 38, 123-141.
Dalgarno, B., & Lee, M. J. W. (2009). What are the learning affordances of 3-D virtual environments. British Journal of Educational Technology, 41(1), 10-32.
Debarba, H. G., Chague, S., & Charbonnier, C. (2022). On the plausibility of virtual body animation features in virtual re-ality. IEEE Transactions on Visualization and Computer Graphics, 28(4), 1880-1893.
Dinis, F. M., Guimarães, A. S., Carvalho, B. R., & Poças Martins, J. P. (2017). Virtual and augmented reality game-based applications to civil engineering education. 2017 IEEE Global Engineering Education Conference (EDUCON), 1683-1688.
EdWeek Research Center (2021). State grades on K-12 achievement: 2021 map and rankings. Education Week, September 3, 2021. Retrieved on April 27, 2023 from: https://www.edweek.org/policy-politics/state-grades-on-k-12-achievement-2021-map-and-rankings/2021/09
Ferro, L. S., Sapio, F., Terracina, A., Temperini, M., & Mecella, M. (2021). Gea2: A serious game for technology-enhanced learning in STEM. IEEE Transactions on Learning Technologies, 14(6), 723-739.
Forawi, S. (2018). Science, technology, engineering and mathematics (STEM) education: Meaningful learning contexts and frameworks. 2018 International Conference on Computer, Control, Electrical, and Electronics Engineering (ICCCEEE).
Hanushek, E. A. (2012). The economic value of education and Cognitive Skills. Handbook of Education Policy Research, 55-72.
Harley, J. M., Taub, M., Azevedo, R. & Bouchet, F. (2018). Let’s set up some subgoals: Understanding human-pedagogical agent collaborations and their implications for learning and prompt and feedback compliance. IEEE Transactions on Learning Technologies, 11(1), 54-66.
Huang, H.-M., Rauch, U., & Liaw, S. S. (2010). Investigation learners’ attitudes towards virtual reality learning environ-ments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182.
IMD World Competitiveness Center (2022). IMD World Competitiveness Yearbook 2022, June 15, 2022, Retrieved on 27, 2023 from: https://www.imd.org/centers/wcc/world-competitiveness-center/rankings/world-competitiveness-ranking/
Jha, C. K., Gajapure, K., & Chakraborty, A. L. (2021). Design and evaluation of an FBG sensor-based glove to simultane-ously monitor flexure of ten finger joints. IEEE Sensors Journal, 21(6), 7620-7630.
Koh, K., Chapman, O., & Lam, L. (2022). An integration of virtual reality into the design of authentic assessments for STEM learning. Advances in Educational Technologies and Instructional Design, 18-35.
Lee, Y., Kim, M., Lee, Y., Kwon, J., Park, Y.-L., & Lee, D. (2019). Wearable finger tracking and cutaneous haptic inter-face with soft sensors for multi-fingered virtual manipulation. IEEE/ASME Transactions on Mechatronics, 24(1), 67-77.
Makransky, G., Wismer, P. & Mayer, R. E. (2018). 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.
Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2021). A framework for personalized fully immersive vir-tual reality learning environments with gamified design in education. Frontiers in Artificial Intelligence and Applica-tions.
Mayer, R. E. (2005). Cognitive theory of multimedia learning. The Cambridge Handbook of Multimedia Learning, 31-48.
Miller, B., Kirn, A., Anderson, M., Major, J. C., Feil-Seifer, D., & Jurkiewicz, M. (2018). Unplugged robotics to increase K-12 students’ engineering interest and attitudes. 2018 IEEE Frontiers in Education Conference (FIE), 2018.
NGSS Lead States. (2013). Next generation science standards: For states, by states. Washington, DC: The National Acad-emies Press.
OECD (2023a). Science performance (PISA) (indicator). Retrieved on April 27, 2023 from: https://data.oecd.org/pisa/science-performance-pisa.htm#indicator-chart
OECD (2023b). Mathematics performance (PISA) (indicator) Retrieved on April 27, 2023 from: https://data.oecd.org/pisa/mathematics-performance-pisa.htm#indicator-chart
Pellas, N., Dengel, A., & Christopoulos, A. (2020). A scoping review of immersive virtual reality in STEM education. IEEE Transactions on Learning Technologies, 13(4), 748-761.
Schwab, K. (2015). The fourth industrial revolution. Foreign Affairs. Retrieved on April 27, 2023 from: https://www.foreignaffairs.com/world/fourth-industrial-revolution
Scott, E., Soria, A., & Campo, M. (2017). Adaptive 3D virtual learning environments—A review of the literature. IEEE Transactions on Learning Technologies, 10(3), 2017.
Suznjevic, M., Mandurov, M., & Matijasevic, M. (2017). Performance and qoe assessment of HTC Vive and oculus rift for pick-and-place tasks in VR,” 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX), 2017.
Terzidou, T., Tsiatsos, T., Miliou, C., & Sourvinou, A. (2016). Agent supported serious game environment. IEEE Transac-tions on Learning Technologies, 9(3), 217-230.
Williams, M. C. (2015). Stem literacy: Challenges implementing ‘E” in local Texas-STEM academies, 2015 IEEE Fron-tiers in Education Conference (FIE).
Winn, W., Hoffman, H., Hollander, A., Osberg, K., Rose, H., & Char, P. (1997). The effect of student construction of vir-tual environments on the performance of high- and low-ability students. Annual Meeting of the Educational Research Association, 1997.
Zhang, L., & Liu, G. (2023). A review of factors affecting cognitive load in immersive virtual learning environment. 2023 IEEE 12th International Conference on Educational and Information Technology (ICEIT).
Ali, A. A., Dafoulas, G. A., & Augusto, J. C. (2019). Collaborative educational environments incorporating mixed reality technologies: A systematic mapping study. IEEE Transactions on Learning Technologies, 12(3), 321-332.
Bohné, T., Heine, I., Gürerk, Ö.; Rieger, C., Kemmer, L., & Cao, L. Y. (2021). Perception engineering learning with virtual reality. IEEE Transactions on Learning Technologies, 14(4), 500-514.
Chen, C. W., Toh, S., & Ismail, W. M. W. (2005). Are learning styles relevant to virtual reality? Journal of Research on Technology in Education, 38, 123-141.
Dalgarno, B., & Lee, M. J. W. (2009). What are the learning affordances of 3-D virtual environments. British Journal of Educational Technology, 41(1), 10-32.
Debarba, H. G., Chague, S., & Charbonnier, C. (2022). On the plausibility of virtual body animation features in virtual re-ality. IEEE Transactions on Visualization and Computer Graphics, 28(4), 1880-1893.
Dinis, F. M., Guimarães, A. S., Carvalho, B. R., & Poças Martins, J. P. (2017). Virtual and augmented reality game-based applications to civil engineering education. 2017 IEEE Global Engineering Education Conference (EDUCON), 1683-1688.
EdWeek Research Center (2021). State grades on K-12 achievement: 2021 map and rankings. Education Week, September 3, 2021. Retrieved on April 27, 2023 from: https://www.edweek.org/policy-politics/state-grades-on-k-12-achievement-2021-map-and-rankings/2021/09
Ferro, L. S., Sapio, F., Terracina, A., Temperini, M., & Mecella, M. (2021). Gea2: A serious game for technology-enhanced learning in STEM. IEEE Transactions on Learning Technologies, 14(6), 723-739.
Forawi, S. (2018). Science, technology, engineering and mathematics (STEM) education: Meaningful learning contexts and frameworks. 2018 International Conference on Computer, Control, Electrical, and Electronics Engineering (ICCCEEE).
Hanushek, E. A. (2012). The economic value of education and Cognitive Skills. Handbook of Education Policy Research, 55-72.
Harley, J. M., Taub, M., Azevedo, R. & Bouchet, F. (2018). Let’s set up some subgoals: Understanding human-pedagogical agent collaborations and their implications for learning and prompt and feedback compliance. IEEE Transactions on Learning Technologies, 11(1), 54-66.
Huang, H.-M., Rauch, U., & Liaw, S. S. (2010). Investigation learners’ attitudes towards virtual reality learning environ-ments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182.
IMD World Competitiveness Center (2022). IMD World Competitiveness Yearbook 2022, June 15, 2022, Retrieved on 27, 2023 from: https://www.imd.org/centers/wcc/world-competitiveness-center/rankings/world-competitiveness-ranking/
Jha, C. K., Gajapure, K., & Chakraborty, A. L. (2021). Design and evaluation of an FBG sensor-based glove to simultane-ously monitor flexure of ten finger joints. IEEE Sensors Journal, 21(6), 7620-7630.
Koh, K., Chapman, O., & Lam, L. (2022). An integration of virtual reality into the design of authentic assessments for STEM learning. Advances in Educational Technologies and Instructional Design, 18-35.
Lee, Y., Kim, M., Lee, Y., Kwon, J., Park, Y.-L., & Lee, D. (2019). Wearable finger tracking and cutaneous haptic inter-face with soft sensors for multi-fingered virtual manipulation. IEEE/ASME Transactions on Mechatronics, 24(1), 67-77.
Makransky, G., Wismer, P. & Mayer, R. E. (2018). 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.
Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2021). A framework for personalized fully immersive vir-tual reality learning environments with gamified design in education. Frontiers in Artificial Intelligence and Applica-tions.
Mayer, R. E. (2005). Cognitive theory of multimedia learning. The Cambridge Handbook of Multimedia Learning, 31-48.
Miller, B., Kirn, A., Anderson, M., Major, J. C., Feil-Seifer, D., & Jurkiewicz, M. (2018). Unplugged robotics to increase K-12 students’ engineering interest and attitudes. 2018 IEEE Frontiers in Education Conference (FIE), 2018.
NGSS Lead States. (2013). Next generation science standards: For states, by states. Washington, DC: The National Acad-emies Press.
OECD (2023a). Science performance (PISA) (indicator). Retrieved on April 27, 2023 from: https://data.oecd.org/pisa/science-performance-pisa.htm#indicator-chart
OECD (2023b). Mathematics performance (PISA) (indicator) Retrieved on April 27, 2023 from: https://data.oecd.org/pisa/mathematics-performance-pisa.htm#indicator-chart
Pellas, N., Dengel, A., & Christopoulos, A. (2020). A scoping review of immersive virtual reality in STEM education. IEEE Transactions on Learning Technologies, 13(4), 748-761.
Schwab, K. (2015). The fourth industrial revolution. Foreign Affairs. Retrieved on April 27, 2023 from: https://www.foreignaffairs.com/world/fourth-industrial-revolution
Scott, E., Soria, A., & Campo, M. (2017). Adaptive 3D virtual learning environments—A review of the literature. IEEE Transactions on Learning Technologies, 10(3), 2017.
Suznjevic, M., Mandurov, M., & Matijasevic, M. (2017). Performance and qoe assessment of HTC Vive and oculus rift for pick-and-place tasks in VR,” 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX), 2017.
Terzidou, T., Tsiatsos, T., Miliou, C., & Sourvinou, A. (2016). Agent supported serious game environment. IEEE Transac-tions on Learning Technologies, 9(3), 217-230.
Williams, M. C. (2015). Stem literacy: Challenges implementing ‘E” in local Texas-STEM academies, 2015 IEEE Fron-tiers in Education Conference (FIE).
Winn, W., Hoffman, H., Hollander, A., Osberg, K., Rose, H., & Char, P. (1997). The effect of student construction of vir-tual environments on the performance of high- and low-ability students. Annual Meeting of the Educational Research Association, 1997.
Zhang, L., & Liu, G. (2023). A review of factors affecting cognitive load in immersive virtual learning environment. 2023 IEEE 12th International Conference on Educational and Information Technology (ICEIT).