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STEAM Education Mode Based on New Technology and User Experience Design

  • 2021
  • OriginalPaper
  • Chapter
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Abstract

This chapter delves into the current state of STEAM education in China and the challenges it faces, particularly the homogenization of curriculum and the lack of integration with real-world problems. It proposes a novel PBL-style STEAM education model that leverages augmented reality and spatial interaction to create immersive learning experiences. The chapter also discusses the importance of user experience design in education, highlighting how it can enhance students' emotional participation and deepen their understanding of complex topics. The 'Mars Transformation' curriculum is presented as a case study, showcasing how these principles can be applied to create engaging and effective learning environments. The chapter concludes with a summary of the findings and their implications for the future of STEAM education.

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Title
STEAM Education Mode Based on New Technology and User Experience Design
Authors
Hongze Cai
Bo Ouyang
De Liu
Bin Li
Chumeng Li
Zilan He
Copyright Year
2021
DOI
https://doi.org/10.1007/978-3-030-80091-8_75
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