Skip to main content

Improving STEM Learning Experience in Primary School by Using NEWTON Project Innovative Technologies

  • Conference paper
  • First Online:
Computer Supported Education (CSEDU 2018)

Abstract

Nowadays school curriculum is changing and more and more teachers are incorporating STEM content and themes into their classrooms. Students need to be proficient in STEM fields in order to be ready for the new technology driven society. Game-based learning and the latest visual technologies such as Augmented Reality, Virtual Reality and Virtual Labs can motive students to study STEM topics through an immersive and engaging environment. This research introduces NEWTON project that integrates into a learning platform (NEWTELP) different innovative technologies and deploys them in various European learning environments. In particular, Final Frontier, a novel interactive educational video game about solar system designed for primary school children is presented. A research study that involved the use of the game in a primary Irish school from Dublin, has investigated the learner experience. An analysis of the results show that over 90% of students confirmed that the game helped them to learn about the characteristics of the planets from the Solar system and they enjoyed the game and the game features in particular the fun aspect, the exploration tasks, stars and meteorites collection, avatar, use of jetpack, and the interactive puzzles.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    ChemCollective, Website http://www.chemcollective.org, Accessed: July 8th 2018.

  2. 2.

    Spongelab, Website http://www.spongelab.com, Accessed: July 8th 2018.

  3. 3.

    National Science Digital Library, Website https://nsdl.oercommons.org, Accessed: July 8th 2018.

  4. 4.

    TeachEngineering, Website http://www.teachengineering.org/, Accessed: July 8th 2018.

  5. 5.

    Howtosmile, Website http://howtosmile.org/, Accessed: July 8th 2018.

  6. 6.

    Open Learning Initiative (OLI), website http://oli.cmu.edu/, Accessed: July 8th 2018.

  7. 7.

    InGenious, Website http://www.ingenious-science.eu/web/guest, Accessed: July 8th 2018.

  8. 8.

    iTec Website, http://itec.eun.org/, Accessed: July 8th 2018.

  9. 9.

    Go-lab Website, http://go-lab-project.eu/, Accessed: July 8th 2018.

  10. 10.

    NEWTON Website, http://newtonproject.eu/, Accessed: July 8th 2018.

  11. 11.

    NEWTELP Website, http://newtelp.eu/, Accessed: July 8th 2018.

References

  1. Bi, T., Pichon, A., Zou, L., Chen, S., Ghinea, G., Muntean, G.-M.: A DASH-based mulsemedia adaptive delivery solution, pp. 1–6. ACM Press, Amesterdam (2018)

    Google Scholar 

  2. Bogusevschi, D., et al.: Water cycle in nature: small-scale STEM education pilot. In: World Conference on Educational Media and Technology (EdMedia), Amsterdam, Netherlands (2018)

    Google Scholar 

  3. Boyle, E., Connolly, T.M., Hainey, T.: The role of psychology in understanding the impact of computer games. Entertain. Comput. 2, 69–74 (2011). https://doi.org/10.1016/j.entcom.2010.12.002

    Article  Google Scholar 

  4. Bradford, M., Muntean, C., Pathak, P.: An analysis of flip-classroom pedagogy in first year undergraduate mathematics for computing. In: 2014 IEEE Frontiers in Education Conference (FIE), pp. 1–5. IEEE (2014)

    Google Scholar 

  5. Comsa, I.-S., Trestian, R., Ghinea, G.: 360 mulsemedia experience over next generation wireless networks-a reinforcement learning approach (2018)

    Google Scholar 

  6. Covaci, A., Zou, L., Tal, I., Muntean, G.-M., Ghinea, G.: Is multimedia multisensorial? - a review of mulsemedia systems. ACM Comput. Surv. 51, 1–35 (2018)

    Article  Google Scholar 

  7. Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18, 75–88 (2015)

    Google Scholar 

  8. Doran, L.: Games, videos continue to make big gains in classrooms, survey finds. In: Education Week - Digital Education. http://blogs.edweek.org/edweek/DigitalEducation/2016/05/games_videos_continue_to_make_.html?cmp=SOC-SHR-FB. Accessed 7 Jun 2018

  9. El Mawas, N., Tal, I., Bogusevschi, D., Andrews, J., Muntean, G.-M., Muntean, C.: Final frontier game: a case study on learner experience. In: Proceedings of the 10th International Conference on Computer Supported Education (CSEDU), Madeira, Portugal (2018, accepted)

    Google Scholar 

  10. Erhel, S., Jamet, E.: Digital game-based learning: impact of instructions and feedback on motivation and learning effectiveness. Comput. Educ. 67, 156–167 (2013). https://doi.org/10.1016/j.compedu.2013.02.019

    Article  Google Scholar 

  11. Fletcher, J., Tobias, S.: The multimedia principle. In: The Cambridge Handbook of Multimedia Learning, pp. 117–133 (2005)

    Google Scholar 

  12. Freina, L., Ott, M.: A literature review on immersive virtual reality in education: state of the art and perspectives. In: eLearning and Software for Education (2015)

    Google Scholar 

  13. Ghergulescu, I., Muntean, C.H.: Measurement and analysis of learner’s motivation in game-based e-learning. In: Ifenthaler, D., Eseryel, D., Ge, X. (eds.) Assessment in Game-Based Learning, pp. 355–378. Springer, New York (2012). https://doi.org/10.1007/978-1-4614-3546-4_18

    Chapter  Google Scholar 

  14. Hainey, T., Connolly, T.M., Boyle, E.A., Wilson, A., Razak, A.: A systematic literature review of games-based learning empirical evidence in primary education. Comput. Educ. 102, 202–223 (2016). https://doi.org/10.1016/j.compedu.2016.09.001

    Article  Google Scholar 

  15. Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? – a literature review of empirical studies on gamification. In: 2014 47th Hawaii International Conference on System Sciences, pp. 3025–3034 (2014)

    Google Scholar 

  16. Hu-Au, E., Lee, J.J.: Virtual reality in education: a tool for learning in the experience age. Int. J. Innov. Educ. 4, 215–226 (2017)

    Article  Google Scholar 

  17. Ibáñez, M.-B., Delgado-Kloos, C.: Augmented reality for STEM learning: a systematic review. Comput. Educ. 123, 109–123 (2018)

    Article  Google Scholar 

  18. Jabbar, A.I.A., Felicia, P.: Gameplay engagement and learning in game-based learning a systematic review. Rev. Educ. Res. 85, 740–779 (2015). https://doi.org/10.3102/0034654315577210

    Article  Google Scholar 

  19. Le Brocq, A.: Ice flows: a game-based learning approach to science communication, p. 19075 (2017)

    Google Scholar 

  20. Li, M.-C., Tsai, C.-C.: Game-based learning in science education: a review of relevant research. J. Sci. Educ. Technol. 22, 877–898 (2013). https://doi.org/10.1007/s10956-013-9436-x

    Article  Google Scholar 

  21. Lynch, T., Ghergulescu, I.: Large scale evaluation of learning flow. In: 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), pp. 62–64. IEEE (2017)

    Google Scholar 

  22. Lynch, T., Ghergulescu, I.: NEWTON virtual labs: introduction and teacher perspective. In: 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), pp. 343–345. IEEE (2017)

    Google Scholar 

  23. Marfisi-Schottman, I., George, S., Tarpin-Bernard, F.: Tools and methods for efficiently designing serious games. In: Proceedings of 4th European Conference on Games Based Learning, Copenhagen, Denmark, pp. 226–234 (2010)

    Google Scholar 

  24. Merchant, Z., Goetz, E.T., Cifuentes, L., Keeney-Kennicutt, W., Davis, T.J.: Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: a meta-analysis. Comput. Educ. 70, 29–40 (2014)

    Article  Google Scholar 

  25. Moldovan, A.-N., Muntean, C.H.: QoE-aware video resolution thresholds computation for adaptive multimedia. In: 2017 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting (BMSB), pp. 1–6. IEEE (2017)

    Google Scholar 

  26. Moldovan, A.-N., Weibelzahl, S., Muntean, C.H.: Energy-aware mobile learning: opportunities and challenges. IEEE Commun. Surv. Tutor. 16, 234–265 (2014)

    Article  Google Scholar 

  27. Molnar, A.: Content type and perceived multimedia quality in mobile learning. Multimed. Tools Appl. 76, 21613–21627 (2017)

    Article  Google Scholar 

  28. Muntean, C.H., Andrews, J., Muntean, G.M.: Final frontier: an educational game on solar system concepts acquisition for primary schools. In: 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), pp. 335–337 (2017)

    Google Scholar 

  29. NEWTON: H2020: networked labs for training in sciences and technologies for information and communication. Newton (2016). http://www.newtonproject.eu/. Accessed 10 Nov 2017

  30. Peña, J.G.V., Tobias, G.P.A.R.: Space Rift: an oculus rift solar system exploration game. Philipp. Inf. Technol. J. 7, 55–60 (2014)

    Google Scholar 

  31. Playfoot, J., De Nicola, C., Di Salvadore, F.: A new experiential model to innovate the stem learning processes

    Google Scholar 

  32. Qian, M., Clark, K.R.: Game-based learning and 21st century skills: a review of recent research. Comput. Hum. Behav. 63, 50–58 (2016). https://doi.org/10.1016/j.chb.2016.05.023

    Article  Google Scholar 

  33. Ravipati, S.: Trends: STEM game-based learning to see surge in immersive tech. Transform. Educ. Technol. (2017)

    Google Scholar 

  34. Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum Comput Stud. 74, 14–31 (2015). https://doi.org/10.1016/j.ijhcs.2014.09.006

    Article  Google Scholar 

  35. Shams, L., Seitz, A.R.: Benefits of multisensory learning. Trends Cogn. Sci. 12, 411–417 (2008)

    Article  Google Scholar 

  36. Sin, Z.P.T., Ng, P.H.F., Shiu, S.C.K., Chung, F.L.: Planetary marching cubes for STEM sandbox game-based learning: enhancing student interest and performance with simulation realism planet simulating sandbox. In: 2017 IEEE Global Engineering Education Conference (EDUCON), pp. 1644–1653 (2017)

    Google Scholar 

  37. Spitz, H.H.: Consolidating facts into the schematized learning and memory system of educable retardates. Int. Rev. Res. Ment. Retard. 6, 149–168 (1973)

    Article  Google Scholar 

  38. Sung, H.-Y., Hwang, G.-J.: A collaborative game-based learning approach to improving students’ learning performance in science courses. Comput. Educ. 63, 43–51 (2013). https://doi.org/10.1016/j.compedu.2012.11.019

    Article  Google Scholar 

  39. TechNavio: Global K-12 Game-based Learning Market 2017–2021 (2017)

    Google Scholar 

  40. Ting, B., Silva, F., Ghinea, G., Muntean, G.M.: Improving learning experience by employing DASH-based mulsemedia delivery, Galway, Ireland (2018)

    Google Scholar 

  41. Tobias, S., Fletcher, J.D., Wind, A.P.: Game-based learning. In: Spector, J., Merrill, M., Elen, J., Bishop, M. (eds.) Handbook of Research on Educational Communications and Technology, pp. 485–503. Springer, New York (2014). https://doi.org/10.1007/978-1-4614-3185-5_38

    Chapter  Google Scholar 

  42. Togou, M.A., Lorenzo, C., Lorenzo, E., Cornetta, G., Muntean, G.M.: Raising students’ interest in STEM education via remote digital fabrication: an Irish primary school case study, Palma de Mallorca, Spain (2018)

    Google Scholar 

  43. Wu, W.-H., Hsiao, H.-C., Wu, P.-L., Lin, C.-H., Huang, S.-H.: Investigating the learning-theory foundations of game-based learning: a meta-analysis. J. Comput. Assist. Learn. 28, 265–279 (2012). https://doi.org/10.1111/j.1365-2729.2011.00437.x

    Article  Google Scholar 

  44. Yohannis, A.R., Prabowo, Y.D., Waworuntu, A.: Defining gamification: from lexical meaning and process viewpoint towards a gameful reality. In: 2014 International Conference on Information Technology Systems and Innovation (ICITSI), pp. 284–289 (2014)

    Google Scholar 

  45. Yousafzai, A., Chang, V., Gani, A., Noor, R.M.: Multimedia augmented m-learning: issues, trends and open challenges. Int. J. Inf. Manag. 36, 784–792 (2016)

    Article  Google Scholar 

  46. Zou, L., Tal, I., Covaci, A., Ibarrola, E., Ghinea, G., Muntean, G.M.: Can multisensorial media improve learner experience. In: Proceedings of the 8th ACM on Multimedia Systems Conference, pp. 315–320. ACM (2017)

    Google Scholar 

  47. Zou, L., Trestian, R., Muntean, G.-M.: E3DOAS: balancing QoE and energy-saving for multi-device adaptation in future mobile wireless video delivery. IEEE Trans. Broadcast. 64, 26–40 (2018)

    Article  Google Scholar 

  48. VR Trends to Watch in Education – Campus Technology. https://campustechnology.com/articles/2017/05/16/5-vr-trends-to-watch-in-education.aspx. Accessed 9 Jul 2018

Download references

Acknowledgements

This research is supported by the NEWTON project (http://www.newtonproject.eu/) funded under the European Union’s Horizon 2020 Research and Innovation programme, Grant Agreement no. 688503.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nour El Mawas .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

El Mawas, N. et al. (2019). Improving STEM Learning Experience in Primary School by Using NEWTON Project Innovative Technologies. In: McLaren, B., Reilly, R., Zvacek, S., Uhomoibhi, J. (eds) Computer Supported Education. CSEDU 2018. Communications in Computer and Information Science, vol 1022. Springer, Cham. https://doi.org/10.1007/978-3-030-21151-6_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-21151-6_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-21150-9

  • Online ISBN: 978-3-030-21151-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics