Supporting STEAM-Based Teacher Education with Project-Based Learning and the Integration of Augmented/Virtual Reality and 3D Printing

This talk will explore the rapid evolution of 3D-related technologies, presenting versatile platforms for 3D modelling in both electronic and physical formats. Beyond industry applications, the educational potential of 3D modelling is gaining substantial traction. I will introduce studies conducted by the STEAM education research group at the Linz School of Education. These studies introduce AR/VR and 3D printing applications to teacher education globally, examining teachers’ perceptions and perspectives on these technologies. It is important to develop educational ecosystems for 3D-based technologies, fostering and evaluating diverse pedagogical approaches for 3D modelling. Our approach motivates students by integrating arts and culture into educational environments, and creating 3D resources for students with disabilities and those from disadvantaged communities. Additionally, we explore strategies to engage girls in STEM studies through 3D modelling. We also aim to empower teachers and students to become innovators and creators using these powerful technologies. Recognizing the need for new theoretical and methodological approaches, we extend our work from mathematics to STEAM through arts and culture. We propose a STEAM+X approach and supplement Design-Based Research (DBR) with User Experience (UX) research methodologies to effectively address the rapid changes in technology development. I will highlight exemplary practices from various countries emphasizing project-based learning practices integrated with emerging technologies.