Grant Cooper and Li Ping Thong


With the advancement of immersive virtual reality (VR) there are various possibilities with the introduction of these technologies. Preparing students to effectively navigate, contribute to, and participate in virtual environments appears to be an important set of stem-related competencies in the future. This chapter describes the VR Education Model (VEM), describing elements of this technology and its possible application in the classroom. One factor in student underachievement in stem subjects may be a heavy reliance upon textual representations at the expense of more visuo spatial representations. Therefore, the use of VR may be particularly beneficial when representing and learning about stem-related concepts. The authors envisage a number of scenarios that include but are not limited to the possibilities described in this chapter. The implementation of VR is discussed in terms of a broader stem vision that meets the unique needs and priorities of each school.