![]() ![]() The implementation of their use is evolving. The benefits of such technologies in STEM subjects are noted throughout the literature. In this chapter, we examine the role of educational technologies, such as online interactive learning environments, simulation, augmented reality (AR), virtual reality (VR), and digital gaming, in STEM education. ![]() With the rapid development of information and communication technology, educators and researchers increasingly highlight the potential merits of using educational technology to improve STEM learning outcomes. Not only can technology facilitate creative, flexible and purposeful thinking and knowledge construction within the classroom, it also extends the “reach” of educational opportunities for students. The integration of technology in teaching and learning is vital to improving curriculum and student outcomes. This chapter explores research specific to enhancing STEM learning through technology. As engaging students in STEM is an urgent need in society, it is important to investigate how technological advancements can foster and promote student engagement towards STEM. For instance, most STEM education in primary and secondary schools focuses on theory rather than on application and experiential learning and is taught in a way that reinforces a disconnect between the different STEM disciplines (Nadelson & Seifert, 2017 WEF, 2017). However, many education systems today do not engage students adequately as they are based on educational models introduced over a century ago. Policymakers and educational researchers worldwide, increasingly focus on ensuring student’s persistence and success in Science, Technology, Engineering and Mathematics (STEM) (Skinner, Saxton, Currie & Shusterman, 2017) and student’s preparation for the labour market in which STEM takes a prominent place (World Economic Forum, 2017). The term “STEM education” refers to teaching and learning in the fields of Science, Technology, Engineering, and Mathematics typically including educational activities across all grade levels, from pre-school to post-doctorate, and in both formal and informal classroom settings (Gonzalez & Kuenzi, 2012). Keywords: Augmented Reality (AR), Digital Gaming, Online Interactive Learning, STEM, Simulation, Virtual Reality (VR) Introduction The integration and effective use of technology is also vital to enhance Science, Technology, Engineering, and Math (STEM) learning. ![]() online interactive learning, simulation, augmented and virtual reality, and digital gaming) and the extent to which they engage students in thinking through complex concepts to develop a deep knowledge of science, technology, engineering, and math. This chapter presents the different kinds of skills and practices afforded by different technologies (i.e. ![]() There are a variety of ways in which learning technologies influence student’s learning and engagement within STEM subjects. STEM education provides students an opportunity to develop increasingly important skills, such as complex problem solving, communication, and collaboration. ![]()
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