Designing Virtual Reality-integrated Immersive Learning Experiences for Art Education
Publié en ligne: 29 nov. 2024
Reçu: 04 juil. 2024
Accepté: 22 oct. 2024
DOI: https://doi.org/10.2478/amns-2024-3675
Mots clés
© 2024 Dan Ren, published by Sciendo
This work is licensed under the Creative Commons Attribution 4.0 International License.
The field of art education can benefit from the application of VR technology due to its characteristics of immersion, interaction, and empathy. This paper utilizes VR technology in the field of art education, utilizing immersive learning as a theoretical guide. It also combines the analysis of user group needs of students and teachers, and presents a design scheme for an immersive virtual learning system for art appreciation courses. The system consists of three modules: hardware environment, software environment, and human-computer interaction. The Scene Operate and Scale panels perform real-time interactive behaviors. Boolean operations are used to mark the interaction intentions of students in the virtual environment in order to achieve an understanding of their interaction intentions. It was found that students’ mental flow state and art classroom quiz scores were slightly higher in the VR immersive learning system environment than in the traditional classroom. As for the learning engagement dimension, the students’ learning engagement in the VR environment was 131.27±8.831, which was significantly higher than that of traditional classroom learning (96.72±15.210, p<0.05). The integration of VR technology into the classroom is proven to enhance students’ creativity and enhance their immersive learning experience.