ENHANCING CREATIVITY and TECHNICAL COMPETENCE for DESIGN STUDENTS USING VIRTUAL REALITY TOOLS
Authors: Koohgilani, M. and Glithro, R.
Journal: Proceedings of the 23rd International Conference on Engineering and Product Design Education, E and PDE 2021
Abstract:Teaching large groups of varying abilities and course ideologies has always been a problem. Many tools have been implemented and suggested over time. The paper highlights these tools and then sets the scene for the use of Virtual Reality and why it is the tool to use. This paper will look at how VR, through case studies, has been used to enhance the teaching and learning of Design and Engineering students. The pitfalls and the lessons learnt which would feed into the next iteration of the process. A discussion of the relationship of these tools and nurturing creativity is also included in the study. It is always, envisioned at the start, what would the ideal platform and outcome should be and then reflect critically on what was achieved because it was achievable.
Source: Scopus
ENHANCING CREATIVITY and TECHNICAL COMPETENCE for DESIGN STUDENTS USING VIRTUAL REALITY TOOLS
Authors: Koohgilani, M. and Glithro, R.
Conference: Engineering & Product Design Education
Dates: 9-10 September 2021
Journal: Proceedings of the 23rd International Conference on Engineering and Product Design Education, E and PDE 2021
ISBN: 9781912254149
Abstract:Teaching large groups of varying abilities and course ideologies has always been a problem. Many tools have been implemented and suggested over time. The paper highlights these tools and then sets the scene for the use of Virtual Reality and why it is the tool to use. This paper will look at how VR, through case studies, has been used to enhance the teaching and learning of Design and Engineering students. The pitfalls and the lessons learnt which would feed into the next iteration of the process. A discussion of the relationship of these tools and nurturing creativity is also included in the study. It is always, envisioned at the start, what would the ideal platform and outcome should be and then reflect critically on what was achieved because it was achievable.
Source: Manual
Preferred by: Mehran Koohgilani