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Enhancing Creative Learning Methods by Immersive Virtual Reality: A Pilot Study in Classroom Environment
S. Som, , S. Phillipson, I. Saha
Published in Springer Science and Business Media Deutschland GmbH
2021
Volume: 222
   
Pages: 745 - 756
Abstract
Technology is increasingly essential in engaging millennials. Over the past few decades, education pedagogy has struggled to develop new methods and tools to create better and higher quality education. Virtual reality (VR) technology is one of the solutions for new education pedagogy that can solve the restriction of space, time, and the act of learning. The VR inclusion into learning pedagogy also facilitates self-learning and problem-solving as well as assist students to explore new ideas. This study aims to develop and trial lessons of art and design using VR technology instead of traditional art and design classes. The participants are 6th standard school students. Within traditional teaching of art and design, depth of learning is insufficient. To challenge the traditional environment, VR technology-based art and design lesson are applied in the core curricula of art education in this study. Two sets of tests are conducted with 6th graders, one is pre- and post-test with VR-based lesson, and the other is pre- and post-test with non-VR-based lessons. Overall, this study hypothesizes that VR will make for better learning and upskilling of students’ knowledge of art and design. This study found that the teaching outcome with VR and conventional teaching outcomes has a number of significant differences. Besides, it shows the pathway of VR-based teaching methodology in classroom environment. © 2021, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About the journal
JournalData powered by TypesetSmart Innovation, Systems and Technologies
PublisherData powered by TypesetSpringer Science and Business Media Deutschland GmbH
ISSN21903018