ABSTRACT

Through the inclusion of augmented reality (AR) and virtual reality (VR) in composition classes, along with metacognitive practices to foster learning, STEM students can more readily engage with humanities coursework they view as barriers to their success. This chapter will outline how using XR (extended reality) and video games can help students with heavy technical backgrounds succeed in an introductory literature course and transfer skills between disciplines. By implementing familiar technology, skills transfer and student learning across the curriculum become more successful, enabling a more interdisciplinary education. Specifically, this chapter will explore the use of an AR game to help teach Shakespeare and a VR experience to impart the importance of sense of place to student writers. These technologies serve as a familiar entry point to learning for STEM students, which research indicates greatly increases the likelihood of skills transfer across disciplines. This chapter will highlight the research pointing to the link between familiarity and skills transfer and how it applies to STEM students in literature classes.