Re-discovering the Water Cycle: An Immersive Technology Approach to STEAM Education

Authors

  • Chrysoula Lazou Democritus University of Thrace, Kavala, Greece
  • Maria Psychogiou National and Kapodistrian University of Athens, Greece

DOI:

https://doi.org/10.56198/b9an0t69

Keywords:

Water Cycle, Augmented Reality, AR, Immersive Technology, STEAM, Secondary Education, Immersive Design

Abstract

This paper presents a proposal for environmental education and specifically the design, development, and pilot testing of augmented reality (AR) enriched materials for the study of the natural phenomenon of the water cycle, “Re-discovering the Water Cycle” in a playful and engaging way, while inviting learners to transform their learning gain through creative communication of new knowledge. The digital content was designed and developed based on theories of experiential and multimedia learning, combining cognitive learning gain with reflective practices with the integration of academic English as a medium of instruction within scientific content, extending Content and Language Integration Learning (CLIL) into Science, Technology, Engineering, Arts, and Mathematics (STEAM) education. The ARTutor platform was employed to develop the AR-enriched content. The AR book consists of 11 augmentations that cover six stages of the implementation process, that is, an auditory welcoming message that functions as the lead-in to orient the users to the effective use of the enriched content; six complex AR experiences with videos and interactive quizzes each for the distinctive parts of the water cycle; an inquiry-based simulation; a game; a summative test; and a complex AR experience with a successful completion award signaling and a message for follow-up activities to creative communication of new knowledge. The proposed materials were pilot-tested by ten teachers to whom a questionnaire was administered for constructive feedback. Despite the diversity in other responses, there was a high percentage (80%) of agreement on the added value of visualization of abstract concepts, inquiry-based learning, deeper learning opportunities than traditional methods, and the integration of academic language in English within the content instruction, which facilitates holistic learning. Results further highlight the added value of AR technologies in educational contexts in STEAM education while underscoring the need for school infrastructure, teacher professional development and readiness. 

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Published

02-07-2026

How to Cite

Re-discovering the Water Cycle: An Immersive Technology Approach to STEAM Education. (2026). Immersive Learning Research - Practitioner, 1(1). https://doi.org/10.56198/b9an0t69

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