Breaking Barriers : AR and VR in STEM learning

Use of AR and VR in the stem learning
Fig 1 : Exploring the virtual reality for STEM learning.

AR and VR have a big effect on STEM education. For example, many students have problems in the classroom. On one hand, some do not have enough tools. On the other hand, others find it hard to understand tough ideas. However, STEM in AR and VR lets students do hands-on things. For instance, they can build robots or look at 3D models. As a result, they do not need costly tools. In fact, in 2023, the AR/VR market in education was $3.8 billion. This clearly shows it is growing fast. Albert Einstein said, “Education is not the learning of facts, but the training of the mind to think.” Therefore, these hands-on experiences help students learn by doing. Ultimately, this makes the classroom fun and interesting for all.

Highlights

  • AR and VR make STEM learning fun and hands-on. Students can look at 3D models and do safe virtual experiments.
  • These tools help students understand hard science ideas better. They also help students remember lessons for a longer time. Concepts become interactive experiences.
  • AR and VR help students feel more confident and focused. They also help students work well in teams. These skills are important for future STEM jobs.
  • Using AR and VR in remote or hybrid classrooms helps students learn from anywhere. Students can also work with classmates from all over the world.
  • Schools should train teachers and pick affordable AR/VR apps. This makes STEM education fair and easy for every student.

Challenges in STEM Education

Barriers to Engagement

Many students have problems that make STEM education hard. These problems can stop students from joining or enjoying learning.

  • Old ideas about who should be in STEM can make girls and others feel left out.
  • Some students do not see people like them in STEM jobs.
  • Teachers do not always support every student the same way. Only 62.7% of teachers tell girls to try STEM.
  • Schools and leaders do not always talk about STEM education enough.
  • The way STEM is taught can seem made for boys or not fit what students like.
  • Teachers may not join STEM projects that help students feel part of the group.

“The important thing is not to stop questioning. Curiosity has its own reason for existing.” — Albert Einstein

Other problems come from how students feel about learning. For instance, some think active learning is too hard or not helpful. As a result, they may feel worried or not ready. In addition, sometimes they do not get enough help or time to practice. Consequently, these things can make student engagement go down and make education less fun.

Gaps in Understanding

Many students have trouble with STEM subjects, especially those from groups with less support or money. In fact, studies show these students often get lower test scores and fail more in important STEM classes. As a result, these problems can make students leave STEM majors and mean fewer people from these groups get STEM jobs. Even though students may start with the same skills, some do not do as well. This shows that the system, not just the students, affects learning results.

Active learning and special programs, like first-year groups, help fix these problems. For example, studies show these programs help more students finish school and feel ready for STEM jobs. Students in these programs also feel like they belong in STEM. But some problems still stay, so schools must keep looking for new ways to help all students.

STEM in AR and VR

Exploring AR and VR in STEM learning
Fig @ : AR and VR in STEM learning

Interactive Simulations

STEM in AR and VR makes learning more fun and active. For instance, students use interactive simulations to try out ideas and see what happens. In this way, these tools let students do science, not just read about it. For example, students can mix chemicals in a virtual lab with VR. Importantly, there is no danger because it is not real. Similarly, with AR, students can add digital parts to real robots to see how they work. Overall, these simulations give students safe, hands-on experiences that are hard to get in a normal class.

Research shows students using VR do much better on science tests than those who only read books. For example, in one study, students using VR scored 76% higher on tests. In addition, teachers notice students are more excited and pay more attention when using simulations. Similarly, in Montgomery Public Schools, teachers saw that AR and VR labs made students want to learn and work together. As a result, these tools help students practice, solve problems, and feel more sure of themselves.

“Tell me and I forget. Teach me and I remember. Involve me and I learn.” — Benjamin Franklin

STEM in AR and VR also helps students learn important skills for future jobs. For example, when students make their own VR apps, they gain knowledge about 3D modeling, coding, and design. These skills are crucial for many careers in technology and digital media. Additionally, simulations in AR and VR let students work in teams, just like in real science jobs. This teamwork development enhances their communication and problem-solving abilities, which are highly valued in STEM fields today.

  • Benefits of interactive simulations in STEM in AR and VR:
    • Students can try experiments that might be too risky or expensive in real life.
    • Simulations help students see and touch ideas, making learning feel real.
    • Students can repeat experiments as many times as they want.
    • Teachers can use simulations to explain hard topics in easy ways.

Visualization of Concepts

Some science ideas are hard to picture. Fortunately, STEM in AR and VR makes these ideas clear by turning them into 3D models and moving pictures. For example, with AR, students can see a beating heart or watch planets move around the sun on their desks. Meanwhile, VR lets students walk inside a cell or travel through the solar system. Overall, these simulations make learning active and help students remember what they see.

AR and VR help students who have trouble reading or learn better by seeing and doing. For example, in biology, students can use AR to look at organs in real size and shape. Similarly, in chemistry, they can use simulations to build molecules and watch reactions. Additionally, in math, VR helps students see shapes and patterns in 3D, making hard ideas easier to understand.

“The beautiful thing about learning is that no one can take it away from you.” — B.B. King

Studies show that simulations in AR and VR make students more interested and help them remember lessons longer. For example, in one study, 85% of students said they understood science steps better after using virtual labs. Furthermore, another study found that students using AR and VR felt more confident applying what they learned in real life. However, teachers say these tools help all students, but they need good training and support to use them well.

STEM in AR and VR helps everyone learn science. For example, students can visit places they could never go in real life, like inside a volcano or on Mars. Moreover, these hands-on experiences help all students, no matter where they live or what tools their school has. In addition, simulations in AR and VR turn hard ideas into things students can see, touch, and understand.

Also Read : https://nycstem.in/stem-science-and-technology/

How AR/VR Improve Engagement and Learning Outcomes

Immersive Experiences

AR and VR make learning feel real and exciting. For example, these tools let students enter digital worlds. In these worlds, students can see, touch, and move things. For instance, VR lets students look inside a volcano. Meanwhile, AR helps students build molecules right on their desks. Overall, these new ways of learning make lessons more fun.

“Tell me and I forget. Teach me and I remember. Involve me and I learn.” — Benjamin Franklin

Research shows immersive experiences help students pay attention. Students using VR in high school felt more excited to learn. They did better on tests and understood space better. AR and VR help students learn hard STEM ideas by letting them use 3D models. These tools are great for students who learn by seeing and doing.

  • VR lessons in physics made hard ideas easier to understand.
  • AR helped students remember almost 70% more facts.
  • VR made students more interested in STEM by up to 30%.

Immersive learning also helps students work together. VR lets students join labs and solve problems as a group. They can do this even if they are not in the same place. AR lets students add digital parts to real projects. This makes teamwork easier and more fun.

Retention and Motivation

AR and VR help students remember lessons longer. For instance, these tools also make students feel more sure of themselves. In fact, a study in 2016 showed that students using VR remembered more and paid better attention than students using traditional methods. Similarly, in Mexico, students using VR in science class felt more focused and happy.

“Education is the most powerful weapon which you can use to change the world.” — Nelson Mandela

Studies show AR and VR keep students interested in learning. VR can make students feel up to 275% more confident. Students can learn four times faster with these tools. With AR and VR, students remember up to 75% of what they learn. Other ways only help students remember 5-10%. This shows AR and VR really help students learn and stay interested.

  • VR and AR give students safe places to practice.
  • Students can do experiments again and again with no danger.
  • These tools help students learn alone or with friends.

AR and VR also help students learn digital skills and solve problems. For example, students use AR to make 3D shapes or play games that build thinking skills. VR lets students design robots and try out ideas in labs. At some schools, VR helps students learn about Newton’s laws and circuits. At the University of Rochester, AR lets students run virtual chemical plants and see what happens.

Tip: Teachers can use AR and VR to give students real-world practice. This helps students get ready for STEM jobs in the future.

TechnologyBenefitExample
ARHelps students remember, supports teamworkBuilding molecules, word games
VRMakes students excited, gives safe labsExploring volcanoes, designing robots

Immersive learning helps students get ready for the future. Students learn skills like being creative, working with others, and talking well. These skills are important for STEM and many other jobs.

Use of AR and VR in eLearning

Remote and Hybrid Classrooms

The use of AR and VR in e-learning lets students learn from anywhere. For example, many schools use these tools for lessons at home or on the go. With these technologies, learning feels real and fun. In fact, students can take virtual field trips to places like the Johnson Space Center or big museums. This means they do not have to leave their house to explore exciting locations.

Application TypeExample/ProviderDescription
Virtual Field TripsDiscovery EducationOffers VR field trips focusing on aerospace, health, and technology.
Virtual Field TripsGoogle Arts & Culture ExpeditionsProvides over 1000 educational VR tours including museums and natural wonders.
Virtual Lab EnvironmentsLabsterVirtual labs for physics, biosciences, engineering; allows virtual experiments like culturing bacteria.
VR Training PlatformLabster’s UbiSimVR clinical training for nurses with risk-free scenarios.

With AR and VR, students do science labs online. For instance, they can mix chemicals or build robots in a safe way. Moreover, these tools help students who miss school days keep up with lessons. In addition, teachers can watch how students perform and give help right away. Furthermore, students use AR to see 3D models of space or the human body right on their desks. This clearly makes hard ideas simple to see.

“Education is the passport to the future, for tomorrow belongs to those who prepare for it today.” — Malcolm X

AR and VR in elearning help students pay attention. VR lessons help students stay focused and enjoy learning. Students can try labs many times if they need. This helps all kinds of learners. The benefits of augmented reality in elearning are making lessons more fun and helping students remember more.

Global Collaboration

AR and VR in elearning let students work with others around the world. Students can do science projects together even if they live far apart. For example, students use vr to build 3D models or look at DNA as a group. AR smartglasses let teachers show science steps to students who are not close.

  • Students can go on virtual field trips together and talk about what they see.
  • Teams use ar to solve math or invent new things.
  • VR lets students meet in online classrooms and talk live.

These tools help students work as a team and solve problems. They also help students learn about other places and people. AR and VR in elearning make STEM open to everyone, no matter where they live. The use of ar and vr in elearning helps all students join in and learn.

“The whole purpose of education is to turn mirrors into windows.” — Sydney J. Harris

Virtual reality in elearning gives students a safe place to try new things. AR lets students see and touch ideas that are hard to picture. These are some answers to what are some use cases of ar and vr in elearning. The tools also help students by using voice and text-to-speech.

AR and VR enhance e-learning by making learning active, fun, and accessible to everyone. For instance, students can take virtual trips to Mars, explore the human heart in 3D, or collaborate with friends who are far away. Moreover, these immersive tools turn abstract or difficult concepts into engaging, real experiences that boost understanding and retention. Overall, the future of AR and VR in e-learning is bright, offering all students new opportunities to learn in dynamic and interactive ways.

Inclusivity and Future of STEM Education

AR and VR in Stem Education
Fig 3 : AR and VR in STEM education

Supporting Diverse Learners

AR and VR help make STEM education fair for all. These tools help students from many backgrounds. They also help students with disabilities or who feel left out. For example, VR gives safe places to practice science skills. Students do not have to be afraid. Students with disabilities can use gesture controls and text-to-speech. They can also use haptic feedback. These features help them join lessons and work with others.

  • VR helps students with Autism Spectrum Disorders learn about social life.
  • Students can use AR on their phones or tablets. This makes learning easier to get.
  • Teachers use AR to show 3D models. This helps students who learn best by seeing and touching.

“Education is the most powerful weapon which you can use to change the world.” — Nelson Mandela

AR and VR help students who do not have many resources. Schools can use free or cheap apps. This lets more students join in. These tools let students visit colleges or science labs. They can do this even if they cannot travel. This makes STEM open to everyone, not just a few.

Trends and Innovations

The future of STEM learning looks bright with new AR and VR tools. Moreover, the market for these tools is growing fast. In fact, experts think it will reach $17 billion by 2032. Furthermore, new devices like Microsoft HoloLens and Magic Leap are here. These devices let students see and touch 3D science models. Additionally, Artificial Intelligence now works with AR, giving students lessons that fit their needs.

  1. AR and VR let students from different countries work together online.
  2. Teachers use AR for practice. This helps students remember lessons.
  3. Cloud services help schools use these tools anywhere.
AspectAugmented Reality (AR)Virtual Reality (VR)
Cost-effectivenessUses mobile devices, low cost, easy to start.Needs special headsets, higher cost, but prices are falling.
ScalabilityEasy to scale, works on many devices.Getting better with cloud and cheaper hardware.
AccessibilityGood for many students, supports different needs.Great for deep, hands-on learning in advanced topics.

Some problems still exist. Schools need to train teachers. They must make sure all students have devices. Partnerships and sharing ideas help more students join the next generation stem learning.

Tip: Schools should pick affordable apps, train teachers, and use cloud tools. This helps AR and VR work for everyone.

AR and VR will keep changing education. For instance, these tools help students learn by doing. In addition, they help students work with others. Moreover, they help students get ready for future jobs. Overall, they make STEM more open, fair, and exciting for all.

AR and VR change how students learn STEM. These tools boost confidence by 275% and help students learn four times faster. Students stay focused and remember more. They can work together, try safe experiments, and see hard ideas in 3D. Teachers who use training and support programs, like those at QSTSS, help all students join in.

“Education is not the learning of facts, but the training of the mind to think.” — Albert Einstein

Next steps for educators:

  1. Explore interactive AR/VR apps for your classroom.
  2. Join teacher workshops and training.
  3. Work with school leaders to plan for AR/VR use.

References

  • Zhang, Y., Feijoo-Garcia, M. A., Gu, Y., Popescu, V., Benes, B., & Magana, A. J. (2024). Virtual and Augmented Reality in Science, Technology, Engineering, and Mathematics (STEM) Education: An Umbrella Review. MDPI AG. https://doi.org/10.3390/info15090515
  • Crogman, H. T., Cano, V. D., Pacheco, E., Sonawane, R. B., & Boroon, R. (2025). Virtual Reality, Augmented Reality, and Mixed Reality in Experiential Learning: Transforming Educational Paradigms. MDPI AG. https://doi.org/10.3390/educsci15030303
  • Ajit, G. (2021). A Systematic Review of Augmented Reality in STEM Education. Editorial Universidad de Almeria. https://doi.org/10.25115/eea.v39i1.4280
  • Pandey, R. K. (2023). Learning with Augmented Reality. International Journal for Research in Applied Science and Engineering Technology (IJRASET). https://doi.org/10.22214/ijraset.2023.57463

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