This paper presents findings from a project for introducing virtual reality (VR) technology into design and technical graphics curricula. In particular, findings are presented that show how the implementation of VR technology affected and changed pedagogical practices between instructors and students in classrooms at three educational institutions. Classroom observations were obtained from a team of curriculum and instruction professors and graduate students, who provided feedback concerning use of VR technology in the classrooms. Student surveys, both before and after using VR tools, and focus group interviews, were also conducted. Quantitative and qualitative evaluation data was analyzed and used to plan for future use of VR technolog...
‘Can using Virtual Reality software and media have as great an impact on learning Art and Design as ...
Copyright 2022 The Authors. Using new and emerging technologies in education can increase student en...
Prior studies on the use of digital prototyping and virtual reality (VR) in designing as well as eva...
ABSTRACT – This paper presents findings from a project for introducing virtual reality (VR) technolo...
In this paper, the research team will discuss the lessons learned from the design of a new Introduct...
There are concerns from higher education (HE) institutions and industry about the decline in standar...
In this paper, we address the introduction of Virtual Reality (VR) tools to the education of industr...
There are concerns from higher education (HE) institutions and industry about the decline in standar...
Virtual reality (VR) dates back to the 1960’s and can be defined as the “computer-genera...
VR (Virtual Reality) technology has been applied to teaching/learning in many contexts. Our interest...
Technology is increasingly essential in engaging millennials. Over the past few decades, education p...
Since its emergence in the 1960s, the use of virtual reality (VR) has grown progressively. This wide...
Virtual reality has achieved an adequate level of development for it to be considered in innovative ...
Virtual reality (VR) which in its infancy was applied in the military domain has now emerged its ap...
Virtual Reality (VR) is transforming organizational training as users are immersed in realistic situ...
‘Can using Virtual Reality software and media have as great an impact on learning Art and Design as ...
Copyright 2022 The Authors. Using new and emerging technologies in education can increase student en...
Prior studies on the use of digital prototyping and virtual reality (VR) in designing as well as eva...
ABSTRACT – This paper presents findings from a project for introducing virtual reality (VR) technolo...
In this paper, the research team will discuss the lessons learned from the design of a new Introduct...
There are concerns from higher education (HE) institutions and industry about the decline in standar...
In this paper, we address the introduction of Virtual Reality (VR) tools to the education of industr...
There are concerns from higher education (HE) institutions and industry about the decline in standar...
Virtual reality (VR) dates back to the 1960’s and can be defined as the “computer-genera...
VR (Virtual Reality) technology has been applied to teaching/learning in many contexts. Our interest...
Technology is increasingly essential in engaging millennials. Over the past few decades, education p...
Since its emergence in the 1960s, the use of virtual reality (VR) has grown progressively. This wide...
Virtual reality has achieved an adequate level of development for it to be considered in innovative ...
Virtual reality (VR) which in its infancy was applied in the military domain has now emerged its ap...
Virtual Reality (VR) is transforming organizational training as users are immersed in realistic situ...
‘Can using Virtual Reality software and media have as great an impact on learning Art and Design as ...
Copyright 2022 The Authors. Using new and emerging technologies in education can increase student en...
Prior studies on the use of digital prototyping and virtual reality (VR) in designing as well as eva...