The purpose of this abstract is to provide a summary of the incorporation of virtual reality (VR) as a strategic educational tool that enriches the teaching-learning process via expanded information acquisition, attitude modification, and the development of practical skills. The Knowledge, Attitudes, and Practices (KAP) model provides an examination through which one may evaluate the ways in which virtual reality (VR) changes students’ grasp of design concepts, how it shifts their perspectives with regard to design processes, and how it improves their hands-on skills. According to research, the immersive quality of virtual reality (VR) helps learners acquire more information by offering a realistic, three-dimensional setting in which they may investigate and implement design ideas. The culture of an educational institution may be advanced to the point where it appreciates innovation and active participation if people’s attitudes toward collaborative and iterative design work are changed for the better. Students can exhibit and improve their design talents via the use of virtual reality (VR), which provides a platform that is both safe and responsive for experimentation. Despite the potentially beneficial aspects, issues such as barriers to technology access and difficulties in incorporating the new material into the already established curriculum are discussed, along with a strategic plan for its effective use. The conclusion of the abstract acknowledges the potential of virtual reality (VR) to transform design education and proposes including VR as an important component of modern educational practices that are aligned with future-oriented learning goals.

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Emergence of Virtual Reality in the Design Education: New Learning Framework for Enhanced Teaching-Learning Process

  • Aakanksha Singh,
  • Balpreet Singh Madan,
  • Poonam Bhagchandani

摘要

The purpose of this abstract is to provide a summary of the incorporation of virtual reality (VR) as a strategic educational tool that enriches the teaching-learning process via expanded information acquisition, attitude modification, and the development of practical skills. The Knowledge, Attitudes, and Practices (KAP) model provides an examination through which one may evaluate the ways in which virtual reality (VR) changes students’ grasp of design concepts, how it shifts their perspectives with regard to design processes, and how it improves their hands-on skills. According to research, the immersive quality of virtual reality (VR) helps learners acquire more information by offering a realistic, three-dimensional setting in which they may investigate and implement design ideas. The culture of an educational institution may be advanced to the point where it appreciates innovation and active participation if people’s attitudes toward collaborative and iterative design work are changed for the better. Students can exhibit and improve their design talents via the use of virtual reality (VR), which provides a platform that is both safe and responsive for experimentation. Despite the potentially beneficial aspects, issues such as barriers to technology access and difficulties in incorporating the new material into the already established curriculum are discussed, along with a strategic plan for its effective use. The conclusion of the abstract acknowledges the potential of virtual reality (VR) to transform design education and proposes including VR as an important component of modern educational practices that are aligned with future-oriented learning goals.