Exploring the effectiveness of Virtual Tours, a Teaching Resource for STEAM-based Education.
Abstract
STEAM education (Science, Technology, Engineering, Art and Mathematics) prepares students for a complex and technological world; Therefore, teaching resources, such as virtual tours (VR), are essential in contemporary teaching, enhancing creativity, innovation and student engagement. This research reviews the literature and empirically analyzes the impact of VR in basic education, evaluating its effectiveness through a rubric applied in scientific dissemination events in southern Tamaulipas. The results show that VR increases motivation and academic performance by offering immersive and contextualized experiences. Challenges and opportunities to implement this technology are identified, highlighting its potential to transform 21st century education.