Abstract
The evolution in Virtual and Augmented Reality is challenging the Learning domain since some of its significant value propositions are related to several inefficiencies of STEM Education. The purpose of this research study is to promote the role of virtual reality in the context of STEM Education as a new alternative, effective, and cost reasonable solution for the provision of active learning interventions.
In our work, we integrate two theoretical and research domains. Firstly, we discuss the theory of active learning as it is analysed in the STEM education and we provide the implication of active learning theory to the design of technology enhanced learning services.
Then the emphasis is given to the emerging technology of virtual and augmented reality. A systematic discussion and interpretation of currently available services, prototypes and systems worldwide, results to a model summarizing the most significant design principles for visual learning (the integration of virtual reality to learning).
Our key proposition follows which is a business model related to Cloud Active Learning. We promote the idea of an Open Agora of Virtual Reality Learning Services, where providers of content, applications, and services, form a global community of Active Learning Experiences.
Finally, a case study providing our interpretation of our proposed system for a Bioinformatics Lab is presented.