Sep 2026· Journal of Formative Design in Learning· 0 citations· 48 references
TL;DR
This study examined the learning experience of 17 students in a Gen AI-VR-integrated lighting design classroom in terms of creativity and interest, featuring a customized sequence of Gen AI for ideation and VR for revision to promote lateral and vertical thinking, as defined by Goel's design problem space.
Abstract
Generative artificial intelligence (Gen AI) and virtual reality (VR) bring new possibilities to design classrooms. However, whether such possibilities yield positive impacts depends on how and when the two technologies are integrated to design pedagogies. Unfortunately, existing literature lacks a clear roadmap and offers mostly self-reported data, limiting its practical implications. This study examined the learning experience of 17 students in a Gen AI-VR-integrated lighting design classroom in terms of creativity and interest, featuring a customized sequence of Gen AI for ideation and VR for revision to promote lateral and vertical thinking, as defined by Goel’s design problem space. Via the Creative Product Semantic Scale (CPSS) and the Student Course Engagement Questionnaire (SCEQ) with personal interest items, the author assessed the custom luminaires students created through the design process of using Midjourney, a Gen AI text-to-image generator, and Gravity Sketch, a VR modeling platform run on Meta Quest 2 headsets. Paired
t
-tests of CPSS results compared Gen AI and VR stages indicated significantly higher resolution and style of Midjourney concepts, with a marginal difference in novelty. Students also reported high engagement with the AI-VR learning experience via SCEQ and interest items. The author further discussed empirical insights from this study that benefit architecture and interior design educators interested in integrating Gen AI and VR into their curriculum.
Much like virtual reality (VR) some years ago, generative artificial intelligence (GenAI) as a general term has recently seen an explosion in interest as educational technology. Although VR in education has received significant attention over the past decade, its widespread adoption in classrooms has not materialized,...
Madis Vasser, D. Löchner, Jaan Aru· Sustainability· 0 citations
Currently, art education has significant problems of superficial aesthetic experience and lack of context. Virtual Reality (VR) and Augmented Reality (AR) are capable of creating high-sense, real-life virtual or extended environments. Based on the theory of immersive aesthetics, this paper studies the concepts of flow...
Zhen-Yu Yang· International Journal of Edu...· 0 citations
Context: Extended Reality technologies have been explored as tools that support the learning process, often through gamification or virtual environments that enable active learning through experimentation. But the content offered for students to experiment with can differ from what teachers need and there’s a lack of t...
Laura Coura, J. Gonzaga, Rone I. Silva et al.· IEEE Access· 0 citations
The growing use of generative artificial intelligence (GAI) in art and design has accelerated image and video automation. In this landscape, preserving media experimentation, authorial judgment, and generative unpredictability has emerged as a critical focus in experimental animation education. While existing studies m...
Developing competencies in the field of artificial intelligence (AI) represents a central task of modern education while preparing young people for an increasingly digitalized world. In this context, practice-oriented, interactive, and motivating learning formats are gaining importance. Educational escape games (EEGs)...
Julia Thurner-Irmler· European Conference on Games...· 0 citations
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