Editorial
DOI:
https://doi.org/10.31129/LUMAT.13.3.3529Abstract
This special issue originated from discussions on emerging directions in STEM education, particularly the growing interest in extending learning beyond conventional classroom settings through the use of immersive technologies. Through a series of consultations and refinements with the Editor-in-Chief, the initial broad theme was narrowed to focus on a more specific and timely area that aligns with the scope and mission of LUMAT. The resulting theme centers on the application of immersive technologies, particularly Virtual Reality (VR) and Augmented Reality (AR), within STEM learning environments. Emphasis is placed on studies that examine how these technologies facilitate experiential learning and support real-world applications, both in educational settings and in contexts that prepare learners for professional practice. This special issue therefore seeks to showcase evidence-based research that demonstrates the pedagogical value, implementation, and impact of immersive technologies in contemporary STEM education.
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Copyright (c) 2026 Ahmad Fauzi Mohd Ayub, Jazihan Mahat, Alia Sarah Asri, Zurina Ahmad Saidi, Maikki Roiha, Maija Aksela, Johannes Pernaa

This work is licensed under a Creative Commons Attribution 4.0 International License.



