INNOVATION IN VOCATIONAL EDUCATION: IMMERSIVE ENVIRONMENTS AND STEAM METHODOLOGIES FOR THE DEVELOPMENT OF TECHNICAL SKILLS: AN INTEGRATIVE REVIEW

Authors

DOI:

https://doi.org/10.34630/pel.v8i1.6181

Keywords:

Immersive learning environments, hybrid learning, vocational education, computer hardware teaching, STEAM methodologies, Virtual Reality, Augmented Reality

Abstract

This study evaluated the impact of immersive and hybrid learning environments on vocational education, focusing on teaching computer hardware. An integrative review was conducted from 21 October to 9 November, exploring STEAM methodologies, Design Thinking, and technologies like Virtual Reality (VR) and Augmented Reality (AR) that support hands-on learning for digital natives. The research examined how immersive (VR, AR) and hybrid (traditional and digital) environments affect practical hardware education and the role of STEAM, Design Thinking, and virtual classrooms in enhancing these methods. Articles from ResearchGate, ERIC, and ScienceDirect (published since 2020) were selected for relevance and methodological rigor. Findings suggest that immersive environments improve engagement and knowledge retention, especially in technical fields where VR and AR enable safe, simulated practices. STEAM methodologies and Design Thinking encourage problem-solving and creativity, preparing students for professional challenges. However, barriers such as cost and teacher training limit widespread adoption. Despite these challenges, integrating these technologies transforms vocational education, fostering practical skills and motivation. Further research on technological acceptance and long-term effects is recommended to optimize their implementation and effectiveness in education.

Published

2025-08-07

How to Cite

Faria Ferreira, J., & Alves da Cruz, S. M. (2025). INNOVATION IN VOCATIONAL EDUCATION: IMMERSIVE ENVIRONMENTS AND STEAM METHODOLOGIES FOR THE DEVELOPMENT OF TECHNICAL SKILLS: AN INTEGRATIVE REVIEW. PRATICA - Multimedia Research Journal on Pedagogical Innovation and E-Learning Practices, 8(1), 41–54. https://doi.org/10.34630/pel.v8i1.6181

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