Examining Virtual Reality for Design Education in the Classroom

Grant Recipients

Daniel Harley, Stratford School of Interaction Design and Business 

Ville Mäkelä, Stratford School of Interaction Design and Business 

Cayley MacArthur, Stratford School of Interaction Design and Business 

(Project timeline: May 2024 - April 2025)

Description

  • This project will examine the practical and experiential characteristics of using virtual reality (VR) in a 4th-year design course at the Stratford School (GBDA 413: W2024), analyzing student perspectives and creative work produced during the term. 
    • With access to 30 consumer-grade VR headsets, the principal investigator and two co-investigators, all of whom have expertise in VR, are in a unique position to examine the potential benefits and pitfalls of using this technology in the classroom.
Students trying VR headset

Questions Investigated

  • What are the practical challenges and opportunities in implementing multiple virtual reality (VR) headsets in a classroom?
  • How can VR be used in design work in undergraduate studies, and what role does VR technology play in students’ creativity and problem solving?
  • What are the collaborative, co-located, and social characteristics of VR in a university course?

References

References document (pdf)