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Type :Thesis
Subject :QA Mathematics
Main Author :Phoon, Gar Chi
Title :Integrating virtual reality in drawing subjects with an experiential learning approach to enhance student experience
Hits :33
Place of Production :Tanjong Malim
Publisher :Fakulti Seni,Kelestarian Industri Kreatif
Year of Publication :2024
Corporate Name :Perpustakaan Tuanku Bainun
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Abstract : Perpustakaan Tuanku Bainun
The education sector has undergone significant changes over the years, and digital technology has impacted how students learn in the classroom. This research explores how students_ experiences with virtual reality (VR) technology can enhance their creativity and self-expression. The study aims to investigate the potential of immersive VR painting as a core curriculum component in art education to enhance students_ learning experiences. Qualitative data collection methods include interviews, VR assignments, and experience mapping with academics, industry experts and students. The participants consisted of four academics with over five years of experience in art and design education, two industry experts from VR companies in Malaysia with over five years of industry experience, and five undergraduate students in Creative Multimedia. The data collection process is divided into two phases. In the first phase, data is collected from academics and industry experts to gain valuable insights and recommendations on the effective implementation of VR in art and design education. Next, the second phase involves studying student-based experiential learning through VR painting assignments among first- and second-year students. After completing the tasks, students gather to discuss and map their creative ideas, and semi-structured interviews are conducted to explore students' experiences in-depth. The interview coding process is analysed using the qualitative data analysis program Atlas.Ti 12. The study results will provide a comprehensive understanding of the potential for integrating VR technology in the creative, art, design education industries and how it can enhance experiential learning by fostering creative ideation. Furthermore, this research proposes modules to be included in the art and design curriculum to maximise the advantages of VR technology.

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