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◆ Applied Sciences2025-10-23· Best practice

Virtual Classrooms, Real Impact: A Framework for Introducing Virtual Reality to K–12 STEM Learning Based on Best Practices

Tyler Ward, Kouroush Jenab, Jorge Ortega-Moody, Ghazal Barari, Lizeth del Carmen Molina Acosta

原始摘要(英文原文)· Original abstract
Virtual reality (VR) has emerged as a promising tool for transforming science, technology, engineering, and mathematics (STEM) education, yet its adoption in K–12 classrooms remains uneven and often limited to short-term pilots. While prior studies highlight VR’s potential to increase engagement and support conceptual understanding, questions persist about scalability, sustainability, and equity in implementation. This paper addresses these gaps by synthesizing recent scholarship and proposing a structured framework of best practices for integrating VR into K–12 STEM education. Drawing on academic literature, U.S. policy reports, and case studies, we identify persistent challenges that include high costs, lack of teacher preparation, infrastructure disparities, and overlooked accessibility concerns. We use these findings to inform a phased implementation roadmap. Our framework emphasizes assessment and planning, technical integration, teacher preparation, student implementation, and iterative evaluation, providing actionable strategies for schools and districts. Results of this synthesis indicate that successful VR adoption requires coordinated attention to pedagogy, funding, professional development, and equity. We conclude that moving VR from isolated novelty projects to sustainable and equitable tools in STEM classrooms depends on aligning technology with curricular goals, investing in teacher pipelines, and embedding VR within long-term evaluation and improvement cycles.
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Virtual Classrooms, Real Impact: A Framework for Introducing Virtual Reality to K–12 STEM Learning Based on Best Practices — 科研速览 Science Skim