RESEARCH ARTICLE
Enhancing Learners’ Convergence Competency through VR Design-Based STEAM Education
Hyo-Jeong So1, Hyojung Kim1*, Nam Hui Kim2
1Ewha Womans University
2Korea Research Institute for Vocational Education and Training
Correspondence to Hyojung Kim, hyojungk@ewha.ac.kr
Brain, Digital, & Learning. Volume 15, Number 3, 357–374, September 2025. https://doi.org/10.31216/BDL.2025.15.3.3
Received on September 1, 2025, Revised on September 26, 2025, Accepted on September 27, 2025, Published on September 30, 2025.
Copyright © 2025 Institute of Brain based Education, Korea National University of Education This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (https://creativecommons.org/licenses/by-nc/4.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract
This study explores the impact of integrating virtual reality (VR) technology into designoriented STEAM education on students’ convergence competency. The main aim was to enhance learners’ abilities to generate innovative solutions, engage in scientific inquiry, and develop design skills through VR-supported design activities. Specifically, the study examined the effects of VR integration, potential gender differences in learning outcomes, and students’ satisfaction and intention to continue with VR-based STEAM learning. A total of 345 elementary and secondary school students participated in the study where they designed VR artifacts to address various socio-scientific issues. For data collection, pre- and post-surveys were conducted to assess changes in convergence competency. Statistical analyses revealed significant overall gains in convergence competency, with no significant gender differences. Most students expressed high satisfaction and a strong intention to continue VR-integrated STEAM education, particularly younger learners. These findings demonstrate the potential of VR to enrich design-oriented STEAM education, promote convergence competency, and advance gender-equitable learning opportunities.
Keywords
Convergence competency, design skills, design-oriented STEAM education, virtual reality, gender disparity