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A master's thesis from Aalborg University
Book cover


Negotiating the Virtual: How STEM Teachers Interpret, Ethically Evaluate, and Co-construct VR/XR in Classrooms

Authors

;

Term

4. term

Publication year

2026

Submitted on

Pages

78

Abstract

Immersive technologies such as virtual and augmented reality (VR/XR) are widely promoted in education, yet they remain uncommon in secondary STEM classrooms. This thesis examines how teachers in these subjects understand VR/XR and how those views influence decisions to adopt, adapt, or not use these tools. We draw on the Social Construction of Technology (SCOT) perspective, which looks at how social groups shape what technologies mean and how they are used. Methodologically, we use a sequential exploratory mixed-methods design: one method to identify patterns first, followed by another to deepen understanding. Phase 1 analyzes teachers’ conversations on Reddit using sentiment analysis (to gauge tone and attitudes) and network analysis (to map connections among topics and users). Phase 2 is a qualitative survey of ten secondary STEM teachers with open-ended responses. Findings show that teachers value VR/XR for making abstract concepts visible and for boosting student engagement, especially in science subjects. However, adoption is constrained by practical factors: aligning with the curriculum, limits in infrastructure and hardware, and ethical concerns such as privacy and equity (fair access for all students). Importantly, non-use is not simply resistance; it often reflects professional judgment or scarce resources. We offer a teacher-centered sociotechnical perspective on VR/XR integration. Meaningful classroom use depends not only on the technology itself but also on curriculum-aligned resources, institutional support, and attention to equity and privacy.

Immersive teknologier som virtuel og udvidet virkelighed (VR/XR) bliver ofte fremhævet i uddannelse, men de er stadig sjældne i STEM-undervisning på de ældre klassetrin. Denne afhandling undersøger, hvordan lærere i disse fag forstår VR/XR, og hvordan deres forståelser påvirker beslutninger om at tage teknologien i brug, tilpasse den eller lade være. Vi bruger teorien Social Construction of Technology (SCOT), som ser på, hvordan sociale grupper former teknologiens betydning og brug. Metodisk anvender vi et sekventielt, eksplorativt mixed methods-design: først én metode til at afdække mønstre, derefter en anden til at uddybe dem. Fase 1 analyserer læreres samtaler på Reddit med sentimentanalyse (måler tekstens tone og holdninger) og netværksanalyse (kortlægger forbindelser mellem emner og brugere). Fase 2 er en kvalitativ spørgeskemaundersøgelse blandt ti lærere i STEM på de ældre klassetrin med åbne svar. Resultaterne viser, at lærere værdsætter VR/XR for at visualisere abstrakte begreber og øge elevengagement, især i naturfag. Men implementering begrænses af praktiske forhold: krav om sammenhæng med læreplanen, begrænset infrastruktur og udstyr samt etiske hensyn som privatliv og lighed (lige adgang for alle elever). Vigtigt: Manglende brug er ikke nødvendigvis modstand; den afspejler ofte faglig vurdering eller knappe ressourcer. Vi tilbyder et lærercentreret socioteknisk perspektiv på VR/XR i undervisningen. Meningsfuld anvendelse afhænger ikke kun af teknologien, men også af læremidler, der passer til læreplanen, institutionel støtte og opmærksomhed på lighed og privatliv.

[This apstract has been rewritten with the help of AI based on the project's original abstract]