The Research on using Virtual Reality Technology to Improve the grades of Environmental Design Students

Yating Chen
Thailand
https://orcid.org/0009-0009-5674-6366
Lu Zhu
Thailand
https://orcid.org/0000-0001-6736-4309
Keywords: Virtual reality technology, Environmental design, Higher education
Published: Jan 17, 2025

Abstract

Background and Aim: This study takes the application of virtual reality technology in the teaching of environmental design as the object of research and is expected to achieve the following research objective: This study aims to evaluate the impact of virtual reality technology on students' creativity, logic, expression, and grades in environmental design course.


Materials and Methods: This paper investigates the application of virtual reality technology in environmental design teaching using literature methods, experimental methods, and mathematical statistics. This study used a control group for comparison. Two groups of 37 third-year environmental design students at Sichuan University of Media and Communications in China were assigned to either an experimental group utilizing virtual reality technology or a control group employing traditional teaching methods. After 8 weeks of experimental study, we completed the experimental procedure. The experimental data was also analyzed and interpreted in depth using Jamovi 2.4.8. The collected information was mainly analyzed using descriptive statistics and t-tests. The following conclusions were drawn through the statistics and analysis of the experimental results.


Results: Creativity, logic, expression, and performance were selected as experimental indicators to test the ability of environmental design students. Significant differences were confirmed through paired and independent sample t-tests. 1. In the comparison between the pre-test of the experimental group and the post-test using VR, the paired t-test results showed a significant difference between the student's creativity, logic, expression, and achievement in the pre-test and post-test (p<0.001). 2. In the comparison between the experimental and control groups, the independent t-test showed a significant difference between the two groups of students in terms of creativity, logic, expression, and achievement after 8 weeks of instruction (p<0.001). Students in the experimental group showed a 19.6% higher improvement in creativity scores than those in the control group, an 18.4% higher improvement in logic scores, and a 23% higher improvement in expression scores.


Conclusion: These results suggest that integrated VR technology in environmental design education can significantly enhance learning outcomes. 1. The creativity, logic, expressiveness, and grades of students in the experimental group improved after using VR when compared to the pre-test and post-test. 2. The experimental group compared to the control group showed more significant improvement in creativity, logic, expressiveness, and grades of the students in the experimental group compared to the control group.

Article Details

How to Cite

Chen, Y. ., & Zhu, L. . (2025). The Research on using Virtual Reality Technology to Improve the grades of Environmental Design Students. International Journal of Sociologies and Anthropologies Science Reviews, 5(1), 193–206. https://doi.org/10.60027/ijsasr.2025.4818

Section

Articles

References

Alizadehsalehi, S., Hadavi, A., & Huang, J. C. (2019). Virtual reality for design and construction education environment. AEI 2019. https://doi.org/10.1061/9780784482261.023

Biocca, F. (1992). Virtual reality technology: A tutorial. Journal of Communication, 42(4), 23-72. https://doi.org/10.1111/j.1460-2466.1992.tb00811.x

Chen, F. (2021). Teaching research on integrating virtual reality technology into environmental design professional courses. Journal of Physics: Conference Series, 1744(4), 042220. https://doi.org/10.1088/1742-6596/1744/4/042220

Erdfelder, E., Faul, F., & Buchner, A. (1996). POWER: A general power analysis program. Behavior Research Methods, Instruments & Computers, 28(1), 1–11. https://doi.org/10.3758/BF03203630

Eroglu, S., Schmitz, P., Martinez, C., Rusch, J., Kobbelt, L., & Kuhlen, T. (2020). Rilievo: Artistic Scene Authoring via Interactive Height Map Extrusion in VR. Leonardo. 53 (4), 438-441. Doi: 10.1162/leon_a_01933.

Fontana, A., & Frey, J. H. (2000). The interview: From structured questions to negotiated text. In N. K. Denzin, & Y. S. Lincoln (Eds.), Handbook of qualitative research (2nd ed., pp. 645-672). Thousand Oaks, CA: Sage.

Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. 11th International Conference eLearning and Software for Education. https://doi.org/10.12753/2066-026x-15-020

Gebken, R., Bruce, R., & Strong, S. (2010). Impact of the Leadership in Energy and Environmental Design Accredited Professional Credential on Design Professionals. Journal of Professional Issues in Engineering Education and Practice. 136 (3), 132-138. 10.1061/(ASCE)EI.1943-5541.0000016.

He, Z. (2022). Study on the application of traditional Chinese auspicious images in environmental art design based on VR senses. Computational Intelligence and Neuroscience, 2022, 1-12. https://doi.org/10.1155/2022/1189613

Hospers, J. (1971). Libertarianism: a Political Philosophy for Tomorrow. University of Michigan.

Hubbard, T. L., & Ruppel, S. E. (2023). Subjective Lateralization within Auditory Imagery: Valence and Verbality. Imagination, Cognition and Personality, 42(3), 281-310. https://doi.org/10.1177/02762366221120220

Koskela, M., Kiltti, P., Vilpola, I., & Tervonen, J. (2005). Suitability of a Virtual Learning Environment for Higher Education. Electronic Journal of e-Learning. 3 (1), 23-32.

Lansdown, J., & Schofield, S. (1995). Expressive rendering: A review of nonphotorealistic techniques. IEEE Computer Graphics and Applications, 15(3), 29-37. https://doi.org/10.1109/38.376610

LaValle, S. M. (2023). Virtual reality. https://doi.org/10.1017/9781108182874

Lei, Y. (2011). Reform and innovation on a curriculum of environmental art design major using computer technology. 2011 International Conference on Business Management and Electronic Information. https://doi.org/10.1109/icbmei.2011.5916903

Li, W. (2021). Application analysis of VR virtual technology in environmental art design teaching. Journal of Physics: Conference Series, 1744(4), 042222. https://doi.org/10.1088/1742-6596/1744/4/042222

Liu, P., & Phongsatha, S. (2022). Application research on enhancing the cognitive ability of art appreciation of senior high school students in Chengdu through virtual reality technology. International Journal of Innovative Research and Scientific Studies, 5(3), 236-248. https://doi.org/10.53894/ijirss.v5i3.676

Liu, X. (2023). Digital transformation of environmental design education and application of virtual reality. Journal of Education and Educational Research, 5(3), 53-56. https://doi.org/10.54097/jeer.v5i3.13303

McGovern, E., Moreira, G., & Luna-Nevarez, C. (2019). An application of virtual reality in education: Can this technology enhance the quality of students’ learning experience? Journal of Education for Business, 95(7), 490-496. https://doi.org/10.1080/08832323.2019.1703096

Meinhold, R. M. A. (2020). Virtual reality. In Salem Press Encyclopedia of Science.

Mitias, M. H. (1992). Dewey's theory of expression. Journal of Aesthetic Education, 26(3), 41. https://doi.org/10.2307/3333012.

Obeid, S. (2019). The impact of immersive virtual design environments on creativity in the design process. International Journal of Design Creativity and Innovation, 7(3), 210-225. https://doi.org/10.1080/21650349.2019.1591540

Page, T., Gyuha, J., & Thorsteinsson, G. (2007). Technology-enhanced learning in design education through the use of virtual reality learning environments. Journal of Korea Design Knowledge, null. 4, 213-224. https://doi.org/10.17246/jkdk.2007..4.023

Raschidow, A. S. (2023). Enhancing logical thinking abilities through advanced teaching technologies. Journal of Educational Technology and Society, 26(1), 45-58. https://doi.org/10.2307/educational_tech_soci.2023

Raschidow, A. S. (2023). Enhancing logical thinking abilities through advanced teaching technologies. Journal of Educational Technology and Society, 26(1), 45-58. https://doi.org/10.2307/educational_tech_soci.2023

Stansfield, S., Shawver, D., Sobel, A., Prasad, M., & Tapia, L. (2000). Design and implementation of a virtual reality system and its application to training medical first responders. Presence: Teleoperators and Virtual Environments, 9(6), 524-556. https://doi.org/10.1162/105474600300040376