2016
DOI: 10.5204/jld.v9i2.274
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A review of multi-sensory technologies in a Science, Technology, Engineering, Arts and Mathematics (STEAM) classroom

Abstract: This article reviews the literature on multi-sensory technology and, in particular, looks

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Cited by 28 publications
(14 citation statements)
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“…Taljaard stated in 2016 that virtual field trips allow users to visit simulated places, which could be inaccessible or dangerous. For example, geologists could experience a VR field trip that takes place on the top of a volcano (Taljaard, 2016). An example of immersive VR being implemented with a purpose focused on safety would be the Distributed Situation Awareness study, featuring safety awareness training in industrial plant operators, reported by Nazir et al (2015).…”
Section: Safetymentioning
confidence: 99%
“…Taljaard stated in 2016 that virtual field trips allow users to visit simulated places, which could be inaccessible or dangerous. For example, geologists could experience a VR field trip that takes place on the top of a volcano (Taljaard, 2016). An example of immersive VR being implemented with a purpose focused on safety would be the Distributed Situation Awareness study, featuring safety awareness training in industrial plant operators, reported by Nazir et al (2015).…”
Section: Safetymentioning
confidence: 99%
“…Dans la mesure où les connaissances et compétences se complètent et se soutiennent, l'approche Sciences, Technology, Engineering and Maths (STEM), qui se base sur des applications du monde réel, peut être intéressante dans ces projets. Les développements les plus récents proposent une approche STEAM, intégrant les arts, qui souligne l'importance de la créativité dans l'enseignement scientifique (maquettes, résolutions de problèmes en environnement) (Taljaard, 2016). L'éducation scientifique prend en compte la compréhension des enjeux sociétaux liés au développement des sciences, en les reliant à des questionnements relatifs à des valeurs.…”
Section: Exposé Des Trois Focalesunclassified
“…With a wider scope, Richard et al [147,146] surveyed existing works including haptic or olfactory feedback in the field of education, and described a simulation VR platform that provides haptic, olfactory and auditory feedback, which they tested in various teaching scenarios. Lastly, Taljaard [191] reviewed the literature on multi-sensory technology in a science, technology, engineering, arts and mathematics (STEAM) classroom, and how they affect student engagement and learning. All those works in turn concluded that multimodality offered higher user engagement than unimodal or traditional environments, leading to a better experience and learning transfer.…”
Section: Education and Trainingmentioning
confidence: 99%

Multimodality in VR: A survey

Martin,
Malpica,
Gutierrez
et al. 2021
Preprint