In the studio with virtual reality: Student perceptions and potential integrations into art and design curriculum.
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| Title: | In the studio with virtual reality: Student perceptions and potential integrations into art and design curriculum. |
|---|---|
| Authors: | Hutson, James1 jhutson@lindenwood.edu, Lively, Jason1 jlively@lindenwood.edu, Weber, Joseph1 jweber@lindenwood.edu |
| Source: | Art, Design & Communication in Higher Education. Oct2022, Vol. 21 Issue 2, p235-256. 22p. 8 Graphs. |
| Subject Terms: | *Arts education, *Curriculum planning, *Blended learning, Virtual reality, Three-dimensional modeling |
| Abstract: | The use of virtual reality (VR) to create immersive experiences through the principles taught in art and design curricula has been studied over the past two decades while, at the same time, demonstrating positive correlations between learning outcomes and the technology. Not surprisingly, the creation of 3D models within a virtual environment leads to a better understanding of 3D workflow. Yet, despite these developments, few studies have been conducted specifically on the application within a studio context for art and design disciplines and how VR might benefit artists and designers. This study confirms that the use of VR in art and design courses is perceived to promote a better understanding of three-dimensional spaces, design and to improve student-centred activities and student–student interactions. At the same time, integrating VR into curriculum should be strategic and aligned with learning outcomes for impactful learning experiences. [ABSTRACT FROM AUTHOR] |
| Copyright of Art, Design & Communication in Higher Education is the property of Intellect Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 162469511 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: In the studio with virtual reality: Student perceptions and potential integrations into art and design curriculum. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Hutson%2C+James%22">Hutson, James</searchLink><relatesTo>1</relatesTo><i> jhutson@lindenwood.edu</i><br /><searchLink fieldCode="AR" term="%22Lively%2C+Jason%22">Lively, Jason</searchLink><relatesTo>1</relatesTo><i> jlively@lindenwood.edu</i><br /><searchLink fieldCode="AR" term="%22Weber%2C+Joseph%22">Weber, Joseph</searchLink><relatesTo>1</relatesTo><i> jweber@lindenwood.edu</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Art%2C+Design+%26+Communication+in+Higher+Education%22">Art, Design & Communication in Higher Education</searchLink>. Oct2022, Vol. 21 Issue 2, p235-256. 22p. 8 Graphs. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Arts+education%22">Arts education</searchLink><br />*<searchLink fieldCode="DE" term="%22Curriculum+planning%22">Curriculum planning</searchLink><br />*<searchLink fieldCode="DE" term="%22Blended+learning%22">Blended learning</searchLink><br /><searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink><br /><searchLink fieldCode="DE" term="%22Three-dimensional+modeling%22">Three-dimensional modeling</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: The use of virtual reality (VR) to create immersive experiences through the principles taught in art and design curricula has been studied over the past two decades while, at the same time, demonstrating positive correlations between learning outcomes and the technology. Not surprisingly, the creation of 3D models within a virtual environment leads to a better understanding of 3D workflow. Yet, despite these developments, few studies have been conducted specifically on the application within a studio context for art and design disciplines and how VR might benefit artists and designers. This study confirms that the use of VR in art and design courses is perceived to promote a better understanding of three-dimensional spaces, design and to improve student-centred activities and student–student interactions. At the same time, integrating VR into curriculum should be strategic and aligned with learning outcomes for impactful learning experiences. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Art, Design & Communication in Higher Education is the property of Intellect Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=162469511 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1386/adch_00056_1 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 22 StartPage: 235 Subjects: – SubjectFull: Arts education Type: general – SubjectFull: Curriculum planning Type: general – SubjectFull: Blended learning Type: general – SubjectFull: Virtual reality Type: general – SubjectFull: Three-dimensional modeling Type: general Titles: – TitleFull: In the studio with virtual reality: Student perceptions and potential integrations into art and design curriculum. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Hutson, James – PersonEntity: Name: NameFull: Lively, Jason – PersonEntity: Name: NameFull: Weber, Joseph IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 10 Text: Oct2022 Type: published Y: 2022 Identifiers: – Type: issn-print Value: 1474273X Numbering: – Type: volume Value: 21 – Type: issue Value: 2 Titles: – TitleFull: Art, Design & Communication in Higher Education Type: main |
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