Engineering educators have increasingly sought strategies for integrating the arts into their curricula. The primary objective of this integration varies, but one common objective is to improve students’ creative thinking skills. In this paper, we sought to quantify changes in student creativity that resulted from participation in a mechanical engineering course targeted at integrating engineering, technology, and the arts. The course was team taught by instructors from mechanical engineering and art. The art instructor introduced origami principles and techniques as a means for students to optimize engineering structures. Through a course project, engineering student teams interacted with art students to perform structural analysis on an origami-based art installation, which was the capstone project of the art instructor’s undergraduate origami course. Three engineering student teams extended this course project to collaborate with the art students in the final design and physical installation. 
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                    This content will become publicly available on April 2, 4203
                            
                            Toward Meaningful Integration of Virtual Reality in STEM Teaching and Learning: An Ethnographic Case Study
                        
                    
    
            Virtual reality (VR) has gained increased implementation in higher education with reported benefits of enhancing student learning and engagement. However, there is a lack of qualitative research devoted to understanding the prolonged use of VR, and the social process of how instructor’s and students’ behavior and perception toward VR develop and evolve. This research conducted an ethnographic case study of a semester-long VR-integrated neuroanatomy course. By triangulating data from classroom observation, student focus group, and faculty interview, the research results suggested that instructional design of VR was heavily influenced by the instructor’s personal and educational backgrounds, and their technology self-efficacy. The quality of instruction affected students’ perceived value of VR activities and dictated their lived experience in the VR-integrated course. 
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                            - Award ID(s):
- 2322172
- PAR ID:
- 10636159
- Publisher / Repository:
- American Educational Research Association
- Date Published:
- Subject(s) / Keyword(s):
- VR integration STEM classroom instructional design learning outcomes student experience negotiation
- Format(s):
- Medium: X
- Location:
- Denver, CO
- Sponsoring Org:
- National Science Foundation
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