This study developed a smart greenhouse virtual reality (VR) curriculum based on STEAM learning and explored its effects on students’ satisfaction and learning outcomes. The objectives included evaluating STEAM capability indicators, the practicability of VR-assisted teaching, constructing the VR cu

This study developed a smart greenhouse virtual reality (VR) curriculum based on STEAM learning and explored its effects on students’ satisfaction and learning outcomes. The objectives included evaluating STEAM capability indicators, the practicability of VR-assisted teaching, constructing the VR cu

Year2023
AuthorHUANG, CHUANG-YEH, 鄭博元, 羅希哲*, 鍾智超
Author count4
Created date2023-09-10
Author order第三作者
Corresponding author
Publication year2023
Publication month5
Journal nameSustainability
Publication area中華民國
Volume15
Issue10
Start page7928
End page7949
Publication type
Review system
LanguageForeign Language