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Reimagining STEM Education: How VR Can Spark Curiosity and Engagement

Girl wearing yellow shirt in VR

A solid foundation in science, technology, engineering, and mathematics (STEM) is increasingly important for future careers. In the US alone, 80% of the fastest-growing jobs require a mastery of these fields. However, a concerning trend is emerging – student interest in STEM is declining. 


This decline can be attributed to several factors. As Pew Research Center shows, students perceive STEM subjects as overly complex and abstract. Additionally, they may lack awareness of the diverse career paths that STEM encompasses says Ranstad US. Often, students associate STEM with traditional roles in science and engineering, overlooking the exciting opportunities offered by companies like Instagram, Coca-Cola, and UPS. 


At Optima Independent, we believe that VR has the potential to revolutionize STEM education by addressing these very concerns. This is not to say that traditional learning methods should be abandoned entirely. However, VR can be a powerful tool to complement existing curriculum and teaching methods and ignite a passion for STEM early on.  


So how do we change the narrative around STEM education?  


First, we must listen to the students.   

Two students in VR programming a robot with a smiling teacher

According to Randstad USA, 56% of students say knowing how STEM subjects relate to the real world would make STEM classes more interesting; 71% of students say doing more creative activities would make STEM classes more interesting; and 67% say doing more science experiments would make STEM classes more interesting. 


Virtual Reality is uniquely positioned to increase STEM interest, engagement and retention because it can bring relevancy to course material and decrease costs of creative activities and experiments. For example, schools utilizing VR do not need to dedicate science lab space or budget for large experiments like dissections. Students can perform experiments with endless access to expensive materials in a safe and controlled environment.  


Second, we must engage students in active learning 


Active learning flips the script on passive information absorption. It emphasizes engagement and participation, with students actively constructing knowledge through tasks, discussions, and problem-solving.  


VR steps onto this stage as a supercharged facilitator of active learning. Instead of reading about global climate impacts, students can collect data using an array of techniques and compare their findings with historical data. This immersive, hands-on experience sparks curiosity, deepens understanding, and solidifies memory in a way passive learning never could. VR transcends theoretical concepts, transforming them into interactive puzzles where students make real-time decisions and witness the consequences, nurturing critical thinking and a sense of agency in their learning journey.  


Third, we must introduce students to the breadth and depth of STEM careers 


STEM careers are woven into the very fabric of the companies and brands we know and love. From the data scientists at UPS optimizing delivery routes to the software developers at Target building seamless online shopping experiences, the STEM field offers diverse and exciting opportunities.  


Virtual tours, field trips and hands-on activities can help introduce students to STEM careers. However, these activities can get costly. With VR students can tour manufacturing facilities, offices and more to help discover how STEM jobs are utilized in almost every field. 



Finally, we must align with students’ natural curiosity for STEM. 


A study by Randstad USA shows that nearly 4 out of every 5 STEM college students say they decided to study STEM in high school or earlier. Nearly a quarter decided in middle school or earlier.  


Speaking about girls entering STEM fields, the Chief Operating Officer at Bloom Energy, Susan Brennan, says, “I believe middle school is the deciding point.”  


Randstad USA also shows that students between the ages of 11 and 17 have high rates of natural curiosity for STEM topics.  


  • 85% say they often wonder how stuff works 

  • 84% say they enjoy working on computers 

  • 73% say they enjoy science class all or most of the time 

  • 60% say they enjoy math class all or most of the time 

  • 54% say science is one of their favorite subjects 


Engaging students in STEM activities that promote active learning across subject areas in middle and high school is instrumental in maintaining a student's interest in STEM. Utilizing virtual reality makes STEM activities more accessible within the compounds of a classroom. 


Conclusion: VR – A Catalyst for the Future of STEM Education 


Virtual reality is not merely a trend; it's a transformative tool with the potential to reshape the landscape of STEM education. By making learning engaging, accessible, and relevant to real-world applications, VR can empower students to discover the boundless possibilities within the STEM field. 


Are you ready to ignite a passion for STEM in your classroom? Contact Optima Independent today to learn how VR can transform your teaching and inspire the next generation of innovators. 

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