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Enhancing Creative Learning Methods by Immersive Virtual Reality: A Pilot Study in Classroom Environment

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Design for Tomorrow—Volume 2

Part of the book series: Smart Innovation, Systems and Technologies ((SIST,volume 222))

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.

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Correspondence to Sumana Som .

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Appendix

Appendix

Variable 1: Artistic skill capacity (ASC). Items: fluency of line pattern, stroke strength, variations of line quality, accuracy of couture, level of confidence, naturalism of each object, detailing of each object, ability to render complex image, originality of innovative form making, adorance to one-point perspective, consideration of gravitational parameter, space management within the frame, use of design/art principles

Variable 2: Creative Capability (CC). Items: shape accuracy of elements, structural arrangement of various elements within this frame, linear variations of different objects, accuracy of each objects and proper placing within the frame, awareness of art and design principle, ease of making

Variable 3: Knowledge & Cognitive process dimension (KOC). Items: Factual(remember): recalling all the important information, provide annotation. Conceptual and Procedural (understand, apply, analyze): Annotation with objects, clear idea, came out with specific visuals, Adoption of images from teaching visuals, develop image with Juxtapose, imaginary image, demonstration their idea critically

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Som, S., Mathew, D.J., Phillipson, S., Saha, I. (2021). Enhancing Creative Learning Methods by Immersive Virtual Reality: A Pilot Study in Classroom Environment. In: Chakrabarti, A., Poovaiah, R., Bokil, P., Kant, V. (eds) Design for Tomorrow—Volume 2. Smart Innovation, Systems and Technologies, vol 222. Springer, Singapore. https://doi.org/10.1007/978-981-16-0119-4_60

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  • DOI: https://doi.org/10.1007/978-981-16-0119-4_60

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  • Online ISBN: 978-981-16-0119-4

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