Som, Sumana and Mathew, Deepak John and Vincs, Kim
(2021)
Harnessing Immersive Technology with Art and Design: A Conceptual Design Procedure with the Aid of Virtual Reality.
Smart Innovation, Systems and Technologies, 222.
pp. 955-967.
ISSN 2190-3018
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Abstract
Art and design are increasingly crucial in Indian school curricula. Lack of specific instructional pedagogy, schools, follows a different methodology to teach art. Therefore, most students neither achieve a basic understanding of creating art nor develop design or skill. Although the article art education in India 2010 reported that it is an essential tool for equipping students to stimulate cognitive development and encourage innovative and creative thinking. Furthermore, it also emphasizes using electronic media aids to teach this subject. Nevertheless, most schools are giving less importance to teaching art and do not take the initiative to develop better pedagogy. However, education pedagogy in recent decades has struggled to develop new methods and tools for better learning. Virtual reality (VR) is one of the meaningful solutions to technology-driven pedagogy. It allows us to visualize abstract content, provide information with clarity, and actively participate in the learning environment. In this study, the researcher introduced a teaching–learning design concept using virtual reality technology so that the sixth standard student could learn art and design in the VR environment. The content is developed on elements of art, and the topics have been chosen from the National Council of Educational Research and Training (NCERT) art education program. The result of this study shows the procedure and criteria for content design with the aid of virtual reality for the study of art and design. Besides, this study examines aspects of how virtual reality helps in terms of designing the teaching strategy.
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