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UPSI Digital Repository (UDRep)
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| Abstract : Perpustakaan Tuanku Bainun |
| In the post-epidemic era, when globalisation and localisation require growth in China's arts and culture industries, this study focuses on three major challenges: technological illiteracy amongst educators, skill shifts in still-life drawing as a result of the epidemic, and the gap in technological proficiency between students and teachers at the Mianyang Teachers' College in Sichuan Province. Using the Quest 2 VR headset and Painting VR software, this study explored how virtual reality (VR) can improve the skills and knowledge of technologically illiterate teachers in the field of still life sketching. Data came from three groups: sketching and VR experts, participating teachers, and assessment experts. The study used a qualitative case study approach with purposive sampling and the data were analysed using ATLAS.ti. TThe findings shows that virtual reality (VR) has the potential to revolutionise art education. However, integrating VR into art curricula faces barriers due to current technological limitations. the cost of VR equipment, the need for high-performance hardware, and the availability of comprehensive, user-friendly software have limited its widespread adoption. Overcoming these barriers may usher in a new era of teaching and learning in the arts.Nevertheless, there is optimism about the future of VR. This study not only validates constructivist, experiential, and self-directed learning theories in VR environments, but also identifies VR technological challenges that will guide future research and development to provide better devices and user experiences.The conclusion is that it presents a systematic framework for evaluating VR-based still life sketching, which improves the objectivity of the evaluation and helps in the selection of effective VR educational tools. |
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