"The Impact of Augmented Reality and Virtual Reality on Learning Styles in the Creative Design Proce

Page 1

International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395-0056

Volume: 10 Issue: 10 | Oct 2023

p-ISSN: 2395-0072

www.irjet.net

"The Impact of Augmented Reality and Virtual Reality on Learning Styles in the Creative Design Process" Prof.R.V.Deshmukh1, Prachi D. Bobhate2, Prajwal M. Nerkar3, Prajwal S. Ghatol4, Prajwal S. Belsare5, Pranjali A. Wankhede6 1Assistant Professor, Department of Computer Engineering, JCOET Yavatmal, Maharashtra, India 2,3,4,5,6Under Graduation Student, Department of Computer Engineering, JCOET Yavatmal, Maharashtra, India

---------------------------------------------------------------------***--------------------------------------------------------------------journey to explore the intricate interplay between AR, VR, Abstract

and diverse learning styles within the realm of creative design processes, uncovering the impact of these immersive technologies on the multifaceted landscape of education. The evolution of education has been characterized by a constant quest to tailor instructional methods to the varying needs of learners. Learning styles, reflecting individual preferences for receiving and processing information, have become pivotal in designing effective educational experiences. Within the sphere of creative design processes, learners span a wide spectrum of learning styles, from visual learners who thrive on imagery to kinesthetic learners who excel through hands-on experiences. Traditional teaching methods, often confined to static lectures and two-dimensional textbooks, face challenges in catering to these diverse learning preferences. It is within this context that AR and VR technologies emerge as potential game changers. Augmented Reality, through its ability to overlay digital content onto the physical world, has the potential to revolutionize how learners engage with their surroundings. By seamlessly integrating computer-generated elements into real-world environments, AR offers an unprecedented immersive experience that resonates with visual learners and enhances spatial understanding. The allure of tangibly interacting with augmented objects creates an environment that transcends the confines of traditional pedagogy, inviting learners into an active role in their education. On the other hand, Virtual Reality introduces learners to entirely new digital realms, where their sensory perceptions are skillfully manipulated to create synthetic environments. Within these immersive landscapes, learners have the potential to traverse time, space, and disciplines. VR facilitates a form of experiential learning that profoundly appeals to kinesthetic learners, who benefit from hands-on encounters with complex concepts. By enabling the manipulation of digital objects in three dimensional space, VR encourages creative exploration and experimentation that mirrors the processes inherent to creative design itself. As the digital generation comes of age, the divide between the virtual and the real world becomes increasingly blurred. AR and VR technologies reflect this evolution by presenting learning environments that intersect with students' everyday experiences. With an affinity for digital mediums and interactive engagement, modern learners are well poised to embrace the potential of AR and VR as educational tools. This research paper seeks to

This research explores how Augmented Reality (AR) and Virtual Reality (VR) can change the way we learn design. We're in a time where technology is changing education, and we want to see how AR and VR can help people learn about creative design. We start by looking at different ways people like to learn and how that can help us teach better. Then, we dive into AR and VR to see how they create fun and interactive learning. We check what other people have already learned about this to build our ideas. We test AR and VR by asking people questions and watching them use these technologies. This helps us see what works best for different learners. We also talk to people to understand their experiences, finding out what's good and what's not so good about using AR and VR. What we find is that AR and VR can help all sorts of learners in design classes. These technologies make learning more exciting and help people remember things better. They let students play with ideas like they're real, even though they're in a virtual world. But using AR and VR in design classes can be tricky. Sometimes, it's hard to use the technology, and not all students might have access to it. Teachers need to change how they teach to fit with AR and VR. In the end, our research shows that AR and VR can make design classes better. They help all kinds of students learn in cool new ways. As AR and VR become more common in schools, teachers and others can use them to make learning about design more fun and helpful for everyone.

Key Words: Augmented Reality, Virtual Reality, Learning styles, Design education, Creativity.

1.INTRODUCTION In recent years, the landscape of education has been undergoing a profound transformation through the integration of cutting-edge technologies. Augmented Reality (AR) and Virtual Reality (VR) have emerged as frontrunners in this technological revolution, presenting novel opportunities to reshape the way knowledge is imparted and acquired. This paradigm shift is particularly relevant in the context of creative design education, where the fusion of artistic expression and technical skill necessitates innovative pedagogical approaches. This research paper embarks on a

© 2023, IRJET

|

Impact Factor value: 8.226

|

ISO 9001:2008 Certified Journal

|

Page 651


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.
"The Impact of Augmented Reality and Virtual Reality on Learning Styles in the Creative Design Proce by IRJET Journal - Issuu