Skip to content
1981
Volume 8, Issue 2
  • ISSN: 2057-0384
  • E-ISSN: 2057-0392

Abstract

Little research exists regarding the possibilities of using virtual reality (VR) to teach drawing skills. This report aims to compare traditional methods of teaching drawing techniques with methods for teaching digital drawing using VR design software such as Gravity Sketch and MultiBrush. Based on our experiences in a variety of workshops and courses, we observe that the VR drawing classroom can enrich existing educational formats as it offers advantages such as increased student focus, collaboration and balance between group instruction and individual feedback.

Loading

Article metrics loading...

/content/journals/10.1386/drtp_00116_1
2023-11-27
2026-04-17

Metrics

Loading full text...

Full text loading...

References

  1. Chang, Yu-Shan, Chou, Chia-Hui, Chuang, Meng-Jung, Li, Wen-Hung and Tsai, I.-Fan (2020), ‘Effects of virtual reality on creative design performance and creative experiential learning’, Interactive Learning Environments, 31:2, pp. 114257, https://doi.org/10.1080/10494820.2020.1821717.
    [Google Scholar]
  2. Chorpening, Kelly (2014), ‘The problem with making in fine art: A case for the expanded teaching of drawing’, Art, Design & Communication in Higher Education, 13:1, pp. 93107, https://doi.org/10.1386/adch.13.1.93_1.
    [Google Scholar]
  3. Ding, Xiaoqin and Li, Zhe (2022), ‘A review of the application of virtual reality technology in higher education based on Web of Science literature data as an example’, Frontiers in Education, 7, pp. 110, https://doi.org/10.3389/feduc.2022.1048816.
    [Google Scholar]
  4. Erl, Josef (2022), ‘You can now learn nude painting in VR with Meta Quest 2’, MIXED Reality News, 10 December, https://mixed-news.com/en/you-can-now-learn-nude-painting-in-vr-with-meta-quest-2/. Accessed 24 January 2023.
    [Google Scholar]
  5. Fribourg, Rebecca, Ogawa, Nami, Hoyet, Ludovic, Sanz, Ferran Argelaguet, Narumi, Takuji, Hirose, Michitaka and Lécuyer, Anatole (2021), ‘Virtual co-embodiment: Evaluation of the sense of agency while sharing the control of a virtual body among two individuals’, IEEE Transactions on Visualization and Computer Graphics, 27:10, pp. 402338, https://doi.org/10.1109/TVCG.2020.2999197.
    [Google Scholar]
  6. Hamilton, David, McKechnie, Jim, Edgerton, Edward and Wilson, Claire (2021), ‘Immersive virtual reality as a pedagogical tool in education: A systematic literature review of quantitative learning outcomes and experimental design’, Journal of Computers in Education, 8:1, pp. 132, https://doi.org/10.1007/s40692-020-00169-2.
    [Google Scholar]
  7. Ho, Li-Hsing, Sun, Hung and Tsai, Tsun-Hung (2019), ‘Research on 3D painting in virtual reality to improve students’ motivation of 3D animation learning’, Sustainability, 11:6, pp. 117, https://doi.org/10.3390/su11061605.
    [Google Scholar]
  8. Hrastinski, Stefan (2019), ‘What do we mean by blended learning?’, TechTrends, 63:5, pp. 56469, https://doi.org/10.1007/s11528-019-00375-5.
    [Google Scholar]
  9. Huang, Yu-Chih, Backman, Sheila J., Backman, Kenneth F., McGuire, Francis A. and Moore, DeWayne (2019), ‘An investigation of motivation and experience in virtual learning environments: A self-determination theory’, Education and Information Technologies, 24:1, pp. 591611, https://doi.org/10.1007/s10639-018-9784-5.
    [Google Scholar]
  10. Kilteni, Konstantina, Groten, Raphaela and Slater, Mel (2012), ‘The sense of embodiment in virtual reality’, Presence: Teleoperators and Virtual Environments, 21:4, pp. 37387, https://diposit.ub.edu/dspace/bitstream/2445/53294/1/634024.pdf. Accessed 10 January 2023.
    [Google Scholar]
  11. Mystakidis, Stylianos, Berki, Eleni and Valtanen, Juri-Petri (2021), ‘Deep and meaningful e-learning with social virtual reality environments in higher education: A systematic literature review’, Applied Sciences, 11:5, pp. 125, https://doi.org/10.3390/app11052412.
    [Google Scholar]
  12. Moneta, Giovanni (2013), Positive Psychology: A Critical Introduction, London: Bloomsbury Publishing.
    [Google Scholar]
  13. Nisha, Bobby (2019), ‘The pedagogic value of learning design with virtual reality’, Educational Psychology, 39:10, pp. 123354, https://doi.org/10.1080/01443410.2019.1661356.
    [Google Scholar]
  14. Pate-Bain, Helen, Boyd-Zaharias, Jayne, Cain, Van A., Word, Elizabeth and Binkley, M. Edward (1997), ‘STAR follow-up studies, 1996–1997: The Student/Teacher Achievement Ratio (STAR) project’, ERIC, 2 September, https://files.eric.ed.gov/fulltext/ED419593.pdf. Accessed 12 January 2023.
  15. Simmons, Seymour (2019), ‘Drawing in the digital age: Observations and implications for education’, Arts, 8:1, pp. 118, https://doi.org/10.3390/arts8010033.
    [Google Scholar]
  16. Wastyn, Gert, Malliet, Steven and Geerts, Bart (2021), ‘Painting with light: artistic experiments into the use of virtual reality as an animation production environment’, International Journal of Film and Media Arts, 6:2, pp. 14858, https://doi.org/10.24140/IJFMA.V6.N2.09.
    [Google Scholar]
/content/journals/10.1386/drtp_00116_1
Loading
/content/journals/10.1386/drtp_00116_1
Loading

Data & Media loading...

  • Article Type: Article
Keyword(s): blended learning; collaboration; design; embodiment; Gravity Sketch; MultiBrush
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error
Please enter a valid_number test