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Conference Paper: Using a Mixed Reality, IoT, and Metaverse for Integrated STEAM Education to Improve Collective Intelligence
| Title | Using a Mixed Reality, IoT, and Metaverse for Integrated STEAM Education to Improve Collective Intelligence |
|---|---|
| Authors | |
| Issue Date | 29-Jan-2025 |
| Abstract | The limitations of existing learning methods such as inquiry-based learning, problem-based learning, blended learning, and experiential-based learning are lack of interaction, collaboration, and collective intelligence creation between learners. To foster learners’ learning, a novel learning model of integrated STEAM (Science, Technology, Engineering, Arts, and Mathematics) by using AI, mixed reality, IoT and metaverse technologies was proposed. An AI model and IoT were used to create the mixed reality learning environment in metaverse. A case study of crayfish behavior study demonstrated how these technologies to be used together for an integrated STEAM education for human and machine interactions for collective intelligence was discussed. |
| Persistent Identifier | http://hdl.handle.net/10722/354738 |
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Lau, Adela SM | - |
| dc.contributor.author | Kim, Soo-ah | - |
| dc.contributor.author | Gong, Kening | - |
| dc.contributor.author | Cheung, Liege | - |
| dc.contributor.author | Pang, Ludwig YL | - |
| dc.contributor.author | Chiu, Isabella CH | - |
| dc.contributor.author | Leung, Ashley YC | - |
| dc.contributor.author | Li, Edna AN | - |
| dc.contributor.author | Leung, Osanna WH | - |
| dc.contributor.author | Wong, Sabrina LY | - |
| dc.contributor.author | Ma, Patrick | - |
| dc.contributor.author | Lee, Herbert | - |
| dc.date.accessioned | 2025-03-05T00:35:09Z | - |
| dc.date.available | 2025-03-05T00:35:09Z | - |
| dc.date.issued | 2025-01-29 | - |
| dc.identifier.uri | http://hdl.handle.net/10722/354738 | - |
| dc.description.abstract | <p>The limitations of existing learning methods such as inquiry-based learning, problem-based learning, blended learning, and experiential-based learning are lack of interaction, collaboration, and collective intelligence creation between learners. To foster learners’ learning, a novel learning model of integrated STEAM (Science, Technology, Engineering, Arts, and Mathematics) by using AI, mixed reality, IoT and metaverse technologies was proposed. An AI model and IoT were used to create the mixed reality learning environment in metaverse. A case study of crayfish behavior study demonstrated how these technologies to be used together for an integrated STEAM education for human and machine interactions for collective intelligence was discussed.</p> | - |
| dc.language | eng | - |
| dc.relation.ispartof | Southeast Decision Sciences Institute (SEDSI) Conference (29/01/2025-31/01/2025, Greenville, South Carolina) | - |
| dc.title | Using a Mixed Reality, IoT, and Metaverse for Integrated STEAM Education to Improve Collective Intelligence | - |
| dc.type | Conference_Paper | - |
