A study of students' learning experiences in creativity training in design education: an empirical research in virtual reality Online publication date: Sat, 30-Aug-2014
by Kung Wong Lau
J. of Design Research (JDR), Vol. 10, No. 3, 2012
Abstract: This paper is going to discuss and report the design students' learning experiences in creativity education within virtual reality. The development of virtual reality in education and training are discussed as well as the important roles of designing students' learning experience are explored respectively. Based on an empirical qualitative research in virtual reality, three directional approaches for further studies are identified: 1) creating environmental stimulation to facilitate students' creative thinking; 2) developing a game-like virtual learning environment to enhance students' learning experience; 3) using avatars as role-playing simulation to develop students' creative-friendly learning behaviour.
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.Complimentary Subscribers, Editors or Members of the Editorial Board of the J. of Design Research (JDR):
Login with your Inderscience username and password:
Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.
If you still need assistance, please email subs@inderscience.com