In recent years, the usage of immersive media and Virtual Reality (VR) has become widespread in the education field. VR has been claimed to offer significant benefits in terms of motivation, engagement, and learning outcomes in various disciplines. In this research, we aim to assess the potential of VR in improving the way university students engage with VR art in the classroom. More specifically, we focus on how this technology can be used to provide preliminary knowledge and training for experiencing immersive art, and how this impacts the students’ level of satisfaction, immersion, and engagement. Our results contribute to advancing the scientific debate on the usage of VR in the education field; additionally, they may be useful to artists and curators, by suggesting an innovative way of introducing users to immersive artworks.

Testing innovative preparation tools for immersive virtual environments. A case study in the didactics of Art / F. Cavaletti, I. Terrenghi. - In: IUL RESEARCH. - ISSN 2723-9586. - 4:7(2023 Jun 19), pp. 88-107. [10.57568/iulresearch.v4i7.422]

Testing innovative preparation tools for immersive virtual environments. A case study in the didactics of Art

F. Cavaletti
Co-primo
;
I. Terrenghi
Co-primo
2023

Abstract

In recent years, the usage of immersive media and Virtual Reality (VR) has become widespread in the education field. VR has been claimed to offer significant benefits in terms of motivation, engagement, and learning outcomes in various disciplines. In this research, we aim to assess the potential of VR in improving the way university students engage with VR art in the classroom. More specifically, we focus on how this technology can be used to provide preliminary knowledge and training for experiencing immersive art, and how this impacts the students’ level of satisfaction, immersion, and engagement. Our results contribute to advancing the scientific debate on the usage of VR in the education field; additionally, they may be useful to artists and curators, by suggesting an innovative way of introducing users to immersive artworks.
virtual reality; immersive didactics; art; anticipation; higher education
Settore M-PED/03 - Didattica e Pedagogia Speciale
Settore M-FIL/04 - Estetica
   An-Iconology: History, Theory, and Practices of Environmental Images (AN-ICON)
   AN-ICON
   EUROPEAN COMMISSION
   H2020
   834033
19-giu-2023
https://iulresearch.iuline.it/index.php/IUL-RES/article/view/422/270
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/978928
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