TY - JOUR
T1 - The effect of design lessons based on virtual reality experiences on middle school students' creative competencies
AU - Kim, Hyojung
N1 - Funding Information:
This work was supported by the Ministry of Education of the Republic of Korea and the Korea Foundation for the
Funding Information:
This work was supported by the Ministry of Education of the Republic of Korea and the Korea Foundation for the Advancement of Science and Creativity.
Publisher Copyright:
© 2020, Korean Society of Design Science.
PY - 2020/8/1
Y1 - 2020/8/1
N2 - Background The purpose of this study is to find out how middle school competency-oriented design classes using virtual reality affect creativity. Methods To carry out the research, the research was conducted by conducting a literature survey and a questionnaire survey, and the 8th phase of each middle school art subject program was developed, and the research was modified and supplemented through expert advice. From September to November 2018, 270 students from 9th grade of P middle school were given eight classes, and 174 middle school students who participated in both pre- and post-evaluation were evaluated and analyzed. The collected data from this study was computerized using the SPSS Ver 21.0 Statistical Package Program, with a significant level p<.05, p<.01, p<.001. Results The results of the pre- and post-mortem analysis were based on a t-test of 174 respondents to examine the effectiveness of the education program, and found that there were very clear positive changes in most areas, but that there was no change in the excitement of the curriculum. It is analyzed that there has been no change in interest in the use of tools for virtual reality through the hands-on experience of virtual reality activities before class. The analysis results showed a statistically significant difference in overall competency, from pre-test (M=4.10) to posttest (M=4.39) with a 0.29 point increase in overall competency (t=-4.611, p<0.001). In terms of creative capacity, the pre-screening (M=4.29) to post-screening (M=4.57) increased the creative capacity by 0.28 point (t=-4.57, p<0.001). An analysis of student satisfaction showed that students were satisfied with the newly applied creative education program, averaging 4.88. Conclusions Through this study, I hope that research into design lessons based on virtual reality experience will create highly effective educational results in the field and cultivate talented individuals who can lead the creative future.
AB - Background The purpose of this study is to find out how middle school competency-oriented design classes using virtual reality affect creativity. Methods To carry out the research, the research was conducted by conducting a literature survey and a questionnaire survey, and the 8th phase of each middle school art subject program was developed, and the research was modified and supplemented through expert advice. From September to November 2018, 270 students from 9th grade of P middle school were given eight classes, and 174 middle school students who participated in both pre- and post-evaluation were evaluated and analyzed. The collected data from this study was computerized using the SPSS Ver 21.0 Statistical Package Program, with a significant level p<.05, p<.01, p<.001. Results The results of the pre- and post-mortem analysis were based on a t-test of 174 respondents to examine the effectiveness of the education program, and found that there were very clear positive changes in most areas, but that there was no change in the excitement of the curriculum. It is analyzed that there has been no change in interest in the use of tools for virtual reality through the hands-on experience of virtual reality activities before class. The analysis results showed a statistically significant difference in overall competency, from pre-test (M=4.10) to posttest (M=4.39) with a 0.29 point increase in overall competency (t=-4.611, p<0.001). In terms of creative capacity, the pre-screening (M=4.29) to post-screening (M=4.57) increased the creative capacity by 0.28 point (t=-4.57, p<0.001). An analysis of student satisfaction showed that students were satisfied with the newly applied creative education program, averaging 4.88. Conclusions Through this study, I hope that research into design lessons based on virtual reality experience will create highly effective educational results in the field and cultivate talented individuals who can lead the creative future.
KW - Creative Capability
KW - Creative Talent
KW - Design Class
KW - Fourth Industrial Revolution
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85091504220&partnerID=8YFLogxK
U2 - 10.15187/adr.2020.08.33.3.177
DO - 10.15187/adr.2020.08.33.3.177
M3 - Article
AN - SCOPUS:85091504220
SN - 1226-8046
VL - 33
SP - 177
EP - 189
JO - Archives of Design Research
JF - Archives of Design Research
IS - 3
ER -