TY - JOUR
T1 - Effects of virtual reality on creative design performance and creative experiential learning
AU - Chang, Yu Shan
AU - Chou, Chia Hui
AU - Chuang, Meng Jung
AU - Li, Wen Hung
AU - Tsai, I. Fan
N1 - Publisher Copyright:
© 2020 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2023
Y1 - 2023
N2 - This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest–post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant positive effects on creative design processes, particularly in the design and planning, testing and revision and thoughts and appreciation stages. (2) VR has significant positive effects on creative design outcomes, with high- and low-level effects on creative design and functional appropriateness, respectively. (3) The learning process for VR and creative experiential learning shifts from concrete experiences to reflective observations, abstract conceptualization and, finally, innovative applications. Behaviors of reflective observation and innovative application are active and vital to the performance of creative processes and outcomes.
AB - This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest–post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant positive effects on creative design processes, particularly in the design and planning, testing and revision and thoughts and appreciation stages. (2) VR has significant positive effects on creative design outcomes, with high- and low-level effects on creative design and functional appropriateness, respectively. (3) The learning process for VR and creative experiential learning shifts from concrete experiences to reflective observations, abstract conceptualization and, finally, innovative applications. Behaviors of reflective observation and innovative application are active and vital to the performance of creative processes and outcomes.
KW - Virtual reality
KW - creative design
KW - creative design outcome
KW - creative process
KW - experiential learning
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U2 - 10.1080/10494820.2020.1821717
DO - 10.1080/10494820.2020.1821717
M3 - Article
AN - SCOPUS:85091611388
SN - 1049-4820
VL - 31
SP - 1142
EP - 1157
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 2
ER -