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3D models for learning Plant Science

The NSF ITEST project has been a concerted effort towards integrating STEM education with art and design (STEAM) to kindle interest in plant sciences and promote career readiness in high-tech agriculture. Over the reporting year, the project engaged 108 students from six high schools, implementing a teaching module that involves collaborative teams working on plant science investigation, 3D modeling, and its applications in Augmented Virtual Reality (AVR) platforms and science communication. Another 300 participants benefitted from field trips and other outreach events with plant-tech exposure. Goals & Accomplishments The project aimed to: • Inspire STEM career interests. • Enhance knowledge and appreciation of plant science. • Integrate art and design into STEM education. • Advance plant science education through 3D modeling and AVR. Accomplishments include successfully implementing the teaching module at six high schools, including rural schools, notable outreach events, and field trips that provided immersive AVR experiences. The project reported positive impacts on student interests in STEM careers and significant gains in STEAM-related knowledge and skills.

Pillar 1: Innovative Use of Technologies in Learning and Teaching

Key activities featured virtual and in-person engagements with students, educators, and scientists, hands-on experiences with 3D modeling and AVR technologies, and exposure to real-world plant science applications. Events such as PlantTech Jam, Party with the Plants, and partnerships with local and regional educational bodies augmented the project's reach.

Pillar 2: Partnerships for Career and Workforce Preparation.

Professional development workshops were conducted, enhancing educators' capacity to implement AVR and 3D modeling in their curriculum and fostering an enriched learning environment.

Pillar 3: Strategies for Equity in STEM Education

The project has significantly impacted educational practices by introducing novel methods and interdisciplinary approaches. Rural high school participation, promoting diversity in STEM fields, and enriching STEAM education content and experiences stood out as prime achievements.
Students using Augmented Reality
Discipline(s)
Life sciences
Target Gradespan(s)
High school (9-12)
Target Participant(s)
Youth / students
Project Setting(s)
Formal Education
Category
Exploring Theory and Design Principles (ETD)
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