Research has grown in recent years regarding the educational applications of using virtual worlds and virtual reality for artistic purposes. As part of 21st century learning, virtual worlds and virtual reality can be utilized in classrooms to teach art in a more holistic way.
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What is a 3D Virtual World?A virtual world is a three-dimensional computer simulated environment that can be populated by numerous users at a time through the creation of a personal avatar, which is an online icon or figure that represents the user. These virtual worlds can be explored individually or cooperatively with other users as people can participate in activities and communicate in live time in these 3D environments. Many of these virtual worlds allow users to create content, which offers users an opportunity to contribute to their own, and other users', online experience.
How is Virtual Reality different from a 3D Virtual World?
The difference between the two has to do with the level of immersion offered by each. A virtual world is a digital environment that you can visit. Virtual reality provides an immersive experience of a virtual world. To experience a virtual world, you do not need virtual reality equipment (like a VR headset). You can access virtual worlds with monitors, gaming consoles, and computers. To experience virtual reality, equipment such as a VR headset, movement sensors, and remotes help to immerse a user into the 3D environment. See Mashable's great video explanation of virtual reality:
Why use Virtual Worlds and Virtual Reality for Art Education?Virtual Worlds have been studied at length for their positive outcomes on communication and interacting with others for elementary, secondary, and post-secondary students. Students have also expressed satisfaction at using virtual world field trips for situated learning and concept acquisition for classes like science, history, and geography (Lu, 2013). However, virtual worlds are still in the early stages of exploration as tools for art expression and education. Researchers such as Lilly Lu, who study virtual worlds and art education, have been highlighting its strengths:
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Benefits
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Challenges
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>> Hosting art exhibits to gain feedback from global artists and peers of different cultural upbringings
>> Access to a variety of virtual materials that are often costly for students (e.g., creating a human-sized sculpture in VR or a courtyard-sized art installation) >> Making artwork interactive and multi-sensory for its creators and their audiences >> Engagement for learners who may not self-identify as artists but are interested in digital technologies >> Development of digital literacy, problem-solving, and fluidity of using various virtual world and VR software >> Access to virtual art exhibits for student collaboration to co-construct knowledge around design concepts (few classrooms have access to art collections, installations, and sculptures from classic and modern artists!) |
>> Occasional steep learning curve with software and hardware
>> Affordability and accessibility of technology >> Virtual worlds require a computer and an account >> VR requires headsets, motion sensors, and remotes >> Finding balance among use of virtual worlds, VR, and physical representations of art >> Physical space requirements for some VR systems, so not every student would be able to move around using a VR system with motion sensors in a classroom |