The effect of design lessons based on virtual reality experiences on middle school students' creative competencies

Hyojung Kim

Research output: Contribution to journalArticlepeer-review


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.

Original languageEnglish
Pages (from-to)177-189
Number of pages13
JournalArchives of Design Research
Issue number3
StatePublished - 1 Aug 2020

Bibliographical note

Publisher Copyright:
© 2020, Korean Society of Design Science.


  • Creative Capability
  • Creative Talent
  • Design Class
  • Fourth Industrial Revolution
  • Virtual Reality


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