ENHANCING CREATIVITY AND TECHNICAL COMPETENCE FOR DESIGN STUDENTS USING VIRTUAL REALITY TOOLS

2021 
Teaching large groups of varying abilities and course ideologies in large groups has always been a problem. Many tools have been implemented and suggested over time. The paper highlight these tools and then sets the scene for the use of Virtual Reality and why 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.
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