Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
Please note that all times are shown in the time zone of the conference. The current conference time is: 24th Aug 2026, 05:33:33am America, Santiago
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Daily Overview |
| Session | |
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3F: Women in STEM Virtual location: VIRTUAL: Agora Meetings | |
| Presentation 5 | |
12:12pm - 12:20pm
Emotional and Technological Engagement in VR-STEM Learning: Evidence from a Rural Community in Ecuador 1: Universidad Internacional del Ecuador UIDE, Ecuador; 2: School of Mathematical and Computational Sciences, Yachay Tech University; 3: Pontificia Universidad Católica del Ecuador - (EC); 4: Universidad Nacional de Chimborazo; 5: Escuela Superior Politécnica de Chimborazo - ESPOCH Immersive Virtual Reality (VR) has emerged as a transformative tool in Science, Technology, Engineering, and Mathematics (STEM) education, offering new pathways for student motivation, engagement, and conceptual exploration. Nonetheless, limited research addresses how learners from vulnerable communities, particularly girls with limited prior exposure to advanced technologies, emotionally and behaviorally respond to VR-based immersive learning. This study introduced a novel model to represent the pathway Technology Acceptance → Emotional Engagement → Re-Engagement Intention within a short VR-STEM activity conducted among girls (N = 11, ages 8–18) from rural Colta, Ecuador. Using the Meta Quest 3 headset, participants completed two structured sessions (“Oasis Home” and “First Steps – Dancing Robot”). Emotional assessments were collected before, immediately after, and one-hour post-immersion. Results revealed a rise in Excited emotions (20% → 80%), absence of confusion or boredom, and strong re-engagement intention (93–100%). These findings underscore the potential of intuitive, emotionally positive VR experiences to promote sustained engagement among girls in underserved settings, informing the design of inclusive VR-STEM frameworks. | |
