Skip to content
1981
Volume 21, Issue 2
  • ISSN: 1743-5234
  • E-ISSN: 2040-090X

Abstract

Migration and globalization have exerted a significant influence on the field of education. Pre-service art teachers face the need for intercultural understanding in order to design suitable lessons for their K–12 students. As a novel approach to addressing the potential to utilize tools within the realm of intercultural education, virtual reality (VR) and augmented reality (AR) technologies have been integrated into intercultural education and visual art. This integration offers immersive and interactive experiences that traverse the boundaries between physical, virtual and augmented realities. This study explores the impact of utilizing VR and AR tools for pre-service teachers to examine and appreciate the works of Asian artists through an intercultural lens, with a particular focus on students’ comprehension of intercultural education, development of novel artistic abilities and utilization of their own bodies as artistic mediums.

Funding
This study was supported by the:
  • Center for Excellence in Teaching and Learning (CETL)
  • College of Science and Mathematics at Kennesaw State University
Loading

Article metrics loading...

/content/journals/10.1386/eta_00197_1
2025-06-12
2026-04-16

Metrics

Loading full text...

Full text loading...

References

  1. Baskarada, Sasa (2014), ‘Qualitative case study guidelines’, The Qualitative Report, 19:40, pp. 125.
    [Google Scholar]
  2. Chen, Chun-An and Lai, Hsin-I (2022), ‘Application of augmented reality in museums: Factors influencing the learning motivation and effectiveness’, Science Progress, 104:3_suppl, pp. 116.
    [Google Scholar]
  3. Chu, Hye-Eun, Martin, Sonya N. and Park, Jennifer (2019), ‘A theoretical framework for developing an intercultural STEAM program for Australian and Korean students to enhance science teaching and learning’, International Journal of Science & Mathematics Education, 17:7, pp. 125166.
    [Google Scholar]
  4. Chua, Kevin (2011), ‘On teaching modern and contemporary Southeast Asian art’, Third Text, 25:4, pp. 46793.
    [Google Scholar]
  5. Creswell, John and Poth, Cheryl (2016), Qualitative Inquiry and Research Design: Choosing among Five Approaches, London: Sage Publications.
    [Google Scholar]
  6. Dekoninck, Elies, Mombeshora, Mendy, Martens, Philippe, Becattini, Niccolò and Boujut, Jean-Francois (2020), ‘Defining requirements for an augmented reality system to overcome the challenges of creating and using design representations in co-design sessions’, CoDesign, 16:2, pp. 11134.
    [Google Scholar]
  7. Efrat, Liron (2022), ‘Reimagining places, reconstructing histories: Augmented reality art and heritage apps as an ultimate display’, Leonardo, 55:4, pp. 34550.
    [Google Scholar]
  8. Fleming, Mike (2023), ‘Arts, language and intercultural education’, Language Teaching Research, 27:2, pp. 26175.
    [Google Scholar]
  9. Garza, Armida De la (2021), ‘Internationalizing the curriculum for STEAM (STEM + arts and humanities): From intercultural competence to cultural humility’, Journal of Studies in International Education, 25:2, pp. 12335.
    [Google Scholar]
  10. Grant, Carl and Brueck, Stefan (2011), ‘A global invitation toward the expansion of dialogue, reflection and creative engagement for intercultural and multicultural education’, in C. Grant and A. Portera (eds), Intercultural and Multicultural Education: Enhancing Global Interconnectedness, Abingdon: Routledge, pp. 311.
    [Google Scholar]
  11. Gregory, Josh (2017), Virtual Reality, Ann Arbor, MI: Cherry Lake Publishing.
    [Google Scholar]
  12. Hadjistassou, Stella, Avgousti, Maria-Iosifina and Louca, Petros (2021), ‘(Re)designing augmented reality applications to facilitate intercultural telecollaboration’, Journal of Learning for Development, 8:1, pp. 5873.
    [Google Scholar]
  13. Hagge, Patrick (2021), ‘Student perceptions of semester-long in-class virtual reality: Effectively using “Google Earth VR” in a higher education classroom’, Journal of Geography in Higher Education, 45:3, pp. 34260.
    [Google Scholar]
  14. Harvey, Lou and Bradley, Jessica (2023), ‘Epilogue: Intercultural dialogue, the arts, and (im)possibilities’, Language Teaching Research, 27:2, pp. 35967.
    [Google Scholar]
  15. Jean, Bettoni (2023), ‘Educational interventions: Proposals of intercultural education and migration’, Journal of International Social Research, 16:97, pp. 16.
    [Google Scholar]
  16. Jeonju National Museum (2022), Seokjeong Lee Jeongjik, Jeonju: Jeonju National Museum Publication.
    [Google Scholar]
  17. Lee, Soon Goo, Fleming, Jason and Fritzler, Peter (2020), ‘Chemical education in the digital makerspace’, in J. Hicks and J. Long (eds), Makerspaces for Adults: Best Practices and Great Projects, London: Rowman & Littlefield, pp. 15965.
    [Google Scholar]
  18. Lim, Kyungeun (2022), ‘Expanding multimodal artistic expression and appreciation methods through integrating augmented reality’, International Journal of Art & Design Education, 41:4, pp. 56276.
    [Google Scholar]
  19. Lim, Kyungeun and Lee, Soon Goo (2022a), ‘Transcending physical mobility for immersive learning: Visual arts, VR technology, science, and social studies integration’, Art Education, 75:4, pp. 2026.
    [Google Scholar]
  20. Lim, Kyungeun and Lee, Soon Goo (2022b), ‘Defining “belonging” in classrooms: Collected narratives from two educators in art and science at higher education institutions’, in I. Bailey, C. S. Garcia, G. Reed and L. Sotomayor II (eds), BIPOC Alliances: Building Communities and Curricula, Charlotte, NC: Information Age Publishing, pp. 91101.
    [Google Scholar]
  21. Marczak, Mariusz (2013), Communication and Information Technology in (Intercultural) Language Teaching, Newcastle upon Tyne: Cambridge Scholars Publishing.
    [Google Scholar]
  22. Moses, Nicholas, Daly, Shanna and Sienko, Kathleen (2023), ‘Exploring virtual reality as a design observation training tool for engineering student’, in Proceedings of the ASEE Annual Conference & Exposition, Baltimore, MD, USA, 25–28 June, pp. 120, https://drive.google.com/file/d/1PI5YfELT87spz5jnqB_riSKk4oDJ6Rcx/view. Accessed 23 April 2025.
    [Google Scholar]
  23. National Research Council (1995), Virtual Reality: Scientific and Technological Challenges, Washington, DC: National Academies Press.
    [Google Scholar]
  24. Paatela-Nieminen, Martina (2021), ‘Remixing real and imaginary in art education with fully immersive virtual reality’, International Journal of Education Through Art, 17:3, pp. 41531, https://doi.org/10.1386/eta_00077_1.
    [Google Scholar]
  25. Pan, Chang (2016), ‘Design and application of multi-screen VR technology in the course of art painting’, International Journal of Emerging Technologies in Learning, 11:9, pp. 5660.
    [Google Scholar]
  26. Pöhlmann, Katharina Margareta Theresa, Föcker, Julia, Dickinson, Patrick, Parke, Adrian and O’Hare, Louise (2021), ‘The effect of motion direction and eccentricity on vection, VR sickness and head movements in virtual reality’, Multisensory Research, 34:6, pp. 62362.
    [Google Scholar]
  27. Porto, Melina and Houghton, Stephanie Ann (2023), ‘Introduction: Arts integration and community engagement for intercultural dialogue through language education’, Language Teaching Research, 27:2, pp. 23460.
    [Google Scholar]
  28. Qian, Juan (2022), ‘Research on artificial intelligence technology of virtual reality teaching method in digital media art creation’, Journal of Internet Technology, 23:1, pp. 12532.
    [Google Scholar]
  29. Rogers, Amanda (2018), ‘Advancing the geographies of the performing arts: Intercultural aesthetics, migratory mobility, and geopolitics’, Progress in Human Geography, 42:4, pp. 54968.
    [Google Scholar]
  30. Rozhin, Nataliya (2023), ‘Exploring the empty space’, in The Asian Conference on Cultural Studies 2013 Official Conference Proceedings, Osaka, Japan, 24–26 May, pp. 330, https://papers.iafor.org/submissionaccs2013_0207/. Accessed 23 April 2025.
    [Google Scholar]
  31. Schat, Esther, Knaap, Ewout van der and Graaff, Rick de (2023), ‘Key principles for an integrated intercultural literary pedagogy: An educational design research project on arts integration for intercultural competence’, Language Teaching Research, 27:2, pp. 33258.
    [Google Scholar]
  32. Schott, Christian and Marshall, Stephen (2018), ‘Virtual reality and situated experiential education: A conceptualization and exploratory trial’, Journal of Computer Assisted Learning, 34:6, pp. 84352.
    [Google Scholar]
  33. Shadiev, Rustam, Wang, Xueying and Huang, Yueh Min (2020), ‘Promoting intercultural competence in a learning activity supported by virtual reality technology’, International Review of Research in Open & Distance Learning, 21:3, pp. 15773.
    [Google Scholar]
  34. Shin, Ryan and Yang, Xuhao (2021), ‘Culturally responsible approach to teaching East Asian art in the classroom’, Journal of Cultural Research in Art Education, 38:1, pp. 12238.
    [Google Scholar]
  35. Sırakaya, Mustafa and Sırakaya, Didem Alsancak (2022), ‘A case study: What attracts teachers to augmented reality’, Participatory Educational Research, 9:6, pp. 192205.
    [Google Scholar]
  36. Stavroulia, Evangelia, Christofi, Maria, Baka, Evangelia, Michael-Grigoriou, Despina, Magnenat-Thalmann, Nadia and Lanitis, Andreas (2019), ‘Assessing the emotional impact of virtual reality-based teacher training’, The International Journal of Information and Learning Technology, 36:3, pp. 92217.
    [Google Scholar]
  37. Tang, Xin (2022), ‘Application and design of drama popular science education using augmented reality’, Scientific Programming, 1, pp. 112, https://doi.org/10.1155/2022/2097909.
    [Google Scholar]
  38. Vásquez-Carbonell, Mauricio (2022), ‘A systematic literature review of augmented reality in engineering education: Hardware, software, student motivation and development recommendations’, Digital Education Review, 41, pp. 24967.
    [Google Scholar]
  39. Ward, Wesley and Given, Lisa (2019), ‘Assessing intercultural communication: Testing technology tools for information sharing in multinational research teams’, Journal of the Association for Information Science & Technology, 70:4, pp. 33850.
    [Google Scholar]
  40. Xiao, Hong (2022), ‘Innovation of digital multimedia VR technology in music education curriculum in colleges and universities’, Scientific Programming, 20, pp. 19, https://doi.org/10.1155/2022/6566144.
    [Google Scholar]
/content/journals/10.1386/eta_00197_1
Loading
/content/journals/10.1386/eta_00197_1
Loading

Data & Media loading...

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