Science Online Virtual Event
Tuesday, November 2nd - All Day
Join Us!
与塑造科学教育未来的人与想法联系
所以在线(科学):连接是Labster第二annual conference for STEM educators, administrators, and thought leaders. Held virtually on Tuesday, November 2nd, 2021, this year’s theme is how to increase innovation by promoting equity in STEM education.
We invite you to join us and your fellow educators to get SO: Connected to the people and ideas shaping the future of science education.
2021年MISBO年度会议 - 在2021年10月27日至29日,田纳西州的Chattanooga举行一步之后。
The 2021 California Science Education Experience, hosted by the California Association of Science Educators (CASE), will be held virtually on October 8-10, 2021.
These research findings suggest that virtual learning simulations are at least as efficient in enhancing learning and self-efficacy as traditional lessons, and high schools can thus use them as supplementary educational methods. In addition, the findings indicate that virtual learning simulations may be a useful tool in enhancing student's interest in and goals toward STEM related careers.
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Research finding that using VR genetics simulation as a classroom learning activity increased intrinsic motivation, self-efficacy, and transfer from pre- to post-test.
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This study compared the effectiveness of conventional training, a desktop VR simulation, and an immersive VR simulation. A retention test found no differences between conventional and VR training. The Immersive VR group had higher perceived enjoyment and showed increased intrinsic motivation and self-efficacy.
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Study investigates whether virtual labs can be successfully used as a replacement for face-to-face lab exercises. Findings suggest that virtual labs can be used in place of face-to-face tutorials, and that a combination of virtual and physical lab exercises could be the future of science education.
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Study finds a 101% in learning outcomes when virtual lab simulations are used in combination with traditional teaching, and finds a 76 % increase in learning outcomes when used alone.
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Study finds that there were two general paths by which desktop VR led to increases in the amount of learning following a VR lesson: an affective path (presence, intrinsic motivation, and self-efficacy), and a cognitive path (usability, cognitive benefits, and self-efficacy).
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研究确定了两个路径,其中沉浸虚拟现实影响感知学习结果:情感路径和认知路径。
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Study refines the model for the multidimensional measure of presence (MMP) in a virtual reality environment.
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