This study recruited eighth-grade students as participants and employed a non-equivalent-groups quasi-experimental design to examine how virtual reality (VR) application influences creativity components and creative performance. The study also investigated the ability of VR application to predict creativity components and creative performance, using cognitive load as the mediator. The conclusions are as follows: 1. VR application had marked effects on professional cognition and creative motivation but no effect on creative thinking skills. 2. VR application had marked effects on the novelty and usefulness aspects of creative performance, particularly with respect to usefulness. 3. VR application had marked effects on extraneous and germane cognitive load, but no influence on intrinsic cognitive load. 4. Both VR application and cognitive load were able to predict creativity components and creative performance. Their abilities to predict creative performance approached an acceptable level.
|Effective start/end date||2020/08/01 → 2021/10/31|
- engineering design
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