Co-Created Virtual Reality (VR) Modules in Landscape Architecture Education: A Mixed Methods Study Investigating the Pedagogical Effectiveness of VR
Abstract
:1. Introduction
1.1. Extended Reality (XR)
1.2. Historical and Present Context of XR Technology in Higher Education
1.3. Challenges in Implementation
- (a)
- Technological and Design Issues:
- (b)
- Cognitive Overload:
- (c)
- Insufficient Teacher Training:
- (d)
- Lack of Longitudinal Data:
1.4. Why Integrate XR in Landscape Architecture Education?
2. Theoretical Framework
2.1. Landscape Architecture Educational Framework
2.1.1. Carl Steinitz’s Six-Level Framework
- (a)
- Representation: identifying key elements within a landscape, encapsulating physical, biological, and cultural attributes.
- (b)
- Process Models: understanding the dynamic processes influencing landscape changes over time.
- (c)
- Evaluation: evaluating the landscape based on diverse criteria to ascertain its significance and potential concerns.
- (d)
- Change Models: forecasting the landscape’s future state through planned interventions or changes.
- (e)
- Impact Simulation: employing models to envisage the impact of potential changes on the landscape.
- (f)
- Decision Support: providing stakeholders with the analytical tools needed for informed landscape-related decisions.
2.1.2. Learning Outcomes Defined by the LAAB
2.1.3. Possibilities of Incorporating XR in Landscape Architecture Education
Framework
2.2. Constructivist Principles
2.3. XR-ED Framework of Yang et al.
- (a)
- Physical Accessibility: This refers to the ease of access to XR technologies for all users, considering various physical abilities and limitations. Ensuring XR systems are physically accessible to a broad range of learners is vital for inclusive education.
- (b)
- Scenario: This dimension focuses on the content and context of the XR-based learning environment. It encompasses the design of virtual environments and simulations that provide realistic or imaginative scenarios for learners to explore and learn from.
- (c)
- Social Interactivity: This dimension emphasizes the importance of social interaction in XR learning environments. This includes learner-learner and learner–instructor collaboration and communication within the XR space.
- (d)
- Agency: This relates to the level of control and autonomy learners have within the XR environment. Agency allows learners to make decisions, solve problems, and direct their learning paths, which can enhance engagement and motivation.
- (e)
- Virtuality Degree: This dimension refers to the spectrum of virtuality in XR systems, ranging from completely immersive virtual environments to augmented overlays of the physical world. The choice of virtuality degree should align with the educational goals and learning outcomes.
- (f)
- Assessment: This dimension focuses on strategies and tools for evaluating learner performance and progress within XR environments. Effective assessment methods are crucial for providing feedback and guiding the learning process.
2.4. Mishra and Koehler’s Technological Pedagogical Content Knowledge (TPCK)
3. Materials and Methods
3.1. Traditional Educational Modules
- (a)
- Class Lectures and Reading Materials:
- (b)
- Hand Sketching of Construction Details:
- (c)
- 2D CAD Drawing for Working Drawings:
- (d)
- 3D Modeling for Enhanced Spatial Understanding:
3.2. Integration of the VR Technology
3.2.1. VR Module Development
3.2.2. Software Selection
3.2.3. Hardware Selection
3.3. Data Collection
3.3.1. Quantitative Data Collection
3.3.2. Qualitative Data Collection
4. Results
4.1. Assessment of the Relevance of the Learning Material
4.2. Comparative Analysis of Learning Material Preferences
4.3. Understanding User Feedback from the Focus Group Study and the Open Text Responses from the Online Survey
- Understanding of Construction Details;
- Previous Experience with XR;
- AR as an Enhancement;
- Issues with VR Navigation;
- Future Potential;
- New Ideas;
- Comparison with Traditional Learning;
- Bridging the Gap Between Theory and Application;
- Large-Scale Community Participation.
- Good;
- Bad;
- Ambivalent.
4.3.1. Understanding from the Focus Group Study
- Issues with Understanding Construction Details:
“…in the experience, we could see that very closely how they’re joined together, basically how they work, to do the actual construction”
“Compared to a 2D drawing, you have a dotted line to draw, which is inside. But if we use the 3D then that’s more easy to interpret, which is like going to be drawn like that and that clear conception of the working drawing of the construction. So that really helps”.
“I think ‘x’ made a really good point that having it to a realistic scale and seeing it really gives you a better understanding of how it’s exploded”.
“…understanding the scale is a bit tough. I felt like that for some reason. Maybe it’s because of different models at different heights. That’s maybe a reason”.
“I think I really like the process. That it shows the joinery detail… but if there can be an image of what it will look like completely… it could be better to understand”.
- 2.
- Issues with VR Navigation
“is it possible to include that with that VR experience that you can move the things and assemble them together to like learn the making?”
“I wanted to sometimes take one step back to like, and I had to turn around and click and point, and then the whole thing would fade and then come back”.
“I think you prepared the circular thing to do the whole circle, but when I am in a position, I always lose track of whether I should go left or I should go right?”
“My head was very shaky in the yard just because I guess I have a hard time sitting still”.
“complained… About nausea right? They are feeling dizzy”
“Having a screen that close to your eyes causes your eyes to strain after a period of time. It’s it all has to be done in moderation”.
“I think you prepared the circular thing to do the whole circle, but when I am in a position, I always lose track of whether I should go left or I should go right?”
“I could not identify that have I had seen this before or not. So there is no demarcation of it”.
“When like we are in the experience, something very virtually we, if we cannot relate the physical space with that, I think that also makes some confusion like experiencing”.
- 3.
- Issues with the Optimization of the Resource: New Ideas
“It’s easy to communicate with craftsman or the layman, who will actually do the work, so it’s a good, communicative way to show your drawings. Show your details. It’s a good thing”.
“I think for the construction crew, It’s useful for the construction foreman. But he’s not going to have all 30 or 40 of his guys come into his office and put on the VR so that they can look at it. But it helps him better to go along and check their progress. If he’s able to see it, you know. And so I think that’s like one of the not limitations, just an aspect of how it works in the professional field is at this point”.
- 4.
- Comparison of XR Technology-Aided Learning with Conventional Learning
“But I think that if we can incorporate the line drawings also, so that when we are converting not only the 3D view but also the line drawing or wireframe of that, that will give them more clear conception of what they are seeing in the working drawing, more relatable with what’s going on inside the VR”.
“I don’t think you’d probably need it for every single project. What if that time that you’re spending on that is taken away from something else? So I think this just needs to be something to be more thoughtful about”.
“I think they go and they end together”
“It’s a good supplement but I would be. careful to just balance. I don’t think you’d probably need it for every single project”
- 5.
- Community Participation
“I think for a community development or collaboration, beauty or visual end product doesn’t matter that much because in a community. You work more on making the things together, how you influence the design decision, how you make a point of your own, how you think”.
“For larger communities, it’s going to be hard… people have to wait so many times, so much time to, like, get access to their devices”.
“In a coastal area, I designed a learning space. It’s for the kids who are orphaned at some point in their lives. It would be cool if I could show them before designing the thing. What would be the scenario of your new learning space? Kids will get excited. I mean, for working with the kids, it is kind of a good thing”.
- 6.
- Future Potential of XR Technology
“…to see the end product, it can give us like understanding that OK we need to change this. We don’t have to go through that whole building process and like and demolish it and rebuild it again; we don’t have to do that type of stuff”.
“a lot of times when we do projects, we don’t have the option of going to the site that we’re going to work on, especially for, like, the Capstone, for the undergraduates. They do something in Colorado or whatever. They don’t go to those sites, so I think that gives them an opportunity to kind of go to the site, especially if they’re doing stuff with like VR or something”.
“…in the industry, you can also use it to explain a client’s work to a client for a client to actually see what exactly he or she is aspiring from. So I feel it’s it’s good”.
“I think it’s a very exciting communication tool both for the student and for the professional. I mean, the landscape takes time, and a much longer period of wait than architecture. So, from a client point of view, if you got the essence of what you are actually paying or going to pay, it’s a very good thing”.
4.3.2. Understanding from Qualitative Feedback from Online Survey
- What the participants liked about the VR experience:
- a.
- Immersive Experience: A recurring theme was appreciation for the immersive nature of the VR exhibition space:
“I enjoyed seeing and experiencing my work in the VR space. The details showed differently in VR space than manually navigating it through my computer screen”
“Being able to see what constructed in a 3d space and being able to look around”
“The ability to look closely and freely at different components!”
- b.
- Visualization of Work: Many responses emphasized the value of seeing one’s work within a virtual environment:
“Being able to see each detail up close at any angle”
“I liked getting to see my work in virtual space, very enjoyable”.
“Being able to see all of the components that go into the bench”
“Seeing the super detailed exploded 3d models”
- c.
- Comparative Learning: The ability to view and compare work with peers in the VR space was frequently mentioned:
“Being able to see everyone’s work was helpful to see how people worked through problems to get the final product”.
“The ability to see multiple working projects at the same time and in the same space”.
- d.
- Realism and Scale: The realistic scaling and representation of projects in the VR environment was another highlight:
“The realism and the accurate scaling of the benches, how easy it was to navigate”.
“I liked the added noise and ambiance. Was graphically compelling”.
“The background colors and sounds enhanced the experience”.
- 2.
- What should be improved about the VR experience?
- a.
- Enhanced Interactivity and Mobility: A key theme was the desire for improved interactivity and mobility within the VR space. The participants expressed a need for more freedom of movement, suggesting that the current setup may feel somewhat restrictive:
“Maybe being able to walk around with the VR. Space is limited here but it would be nice to be able to walk around and see the exhibition”.
“Aerial movement, and a lot more options for exploring, but overall, it was a good experience”.
“The jumpy movement when you moved forward…”
“The way you move”
- b.
- Visual Clarity and Quality: Some responses pointed to issues with visual clarity, such as blurriness:
“Some of it can appear blurry but that’s more of an equipment issue”
- c.
- Realistic and Life-like Experience: An underlying demand existed for a more natural or life-like virtual environment. This involved the visual aspects and the way users interacted with the space and the objects within it:
“The only thing that made the VR exhibition space not enjoyable was how it lagged some. While looking around the environment- sometimes the screen would lag behind”.
- d.
- Additional Features and Functionalities: Mentioning “more variations” indicated a desire for a richer feature set within the VR space:
“The spots you could view the benches, more variations would be cool”.
5. Discussion
5.1. Prevalence of 3D Modeling and Its Utilization to Increase XR Engagement
5.2. Possible Mediators and Moderators
5.3. Study Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
- Please indicate your level of agreement with the statements below (On a scale from “Strongly Disagree” to “Strongly Agree”):
- The reading materials and lectures helped me to understand the construction details and sequence of the iconic benches and other details of the High Line project.
- The reading materials and lectures were interesting, but they did not help me to understand the construction details and sequence of the benches and other details of the High Line project.
- I was unable to apply the knowledge received from the reading materials and lectures to developing my sketches (PART A), CAD drawings (PART B), and XR (PART C) of the High Line project construction details.
- I was able to apply some of the knowledge received from the reading materials and lectures to developing my sketches (PART A), CAD drawings (PART B), and XR (PART C) of the High Line project construction details.
- The reading materials and lectures did not help me to develop my sketches (PART A), CAD drawings (PART B), and XR (PART C) of the High Line project construction details. Still, they intrigued my interest in the topic.
- The reading materials and lectures were an integral part of the learning process.
- The reading materials and lectures did not add any meaningful learning and could be excluded from the learning process.
- Please share any additional thoughts regarding the effectiveness of the reading materials and lectures in the overall learning process.
- 3.
- Please indicate your level of agreement with the statements below (On a scale from “Strongly Disagree” to “Strongly Agree”):
- The hand sketching exercise (PART A) helped me to understand the construction details and sequence of the iconic benches and other details of the High Line project.
- The hand sketching exercise (PART A) did not help me to understand the construction details and sequence of the benches and other details of the High Line project.
- I was unable to use the hand sketching exercise (PART A) to develop my CAD drawings (PART B), and XR (PART C) of the High Line project construction details.
- The hand sketching exercise (PART A) helped me to develop my CAD drawings (PART B), and XR (PART C) of the High Line project construction details.
- The hand sketching exercise (PART A) did not help me to develop my CAD drawings (PART B), and XR (PART C) of the High Line project construction details. Still, they intrigued my interest in the topic.
- The hand sketching exercise (PART A) was an integral part of the learning process.
- The hand sketching exercise (PART A) did not add any meaningful learning and could be excluded from the learning process.
- 4.
- Please share any additional thoughts regarding the effectiveness of the hand sketching exercise (PART A) in the overall learning process.
- 5.
- Please indicate your level of agreement with the statements below (On a scale from “Strongly Disagree” to “Strongly Agree”):
- Developing the 2D CAD drawings and documentation (PART B 2D) (e.g., plans, sections, etc.) helped me to understand the construction details and sequence of the iconic benches and other details of the High Line project.
- Developing the 2D CAD drawings and documentation (PART B 2D) (e.g., plans, sections, etc.) did not help me to understand the construction details and sequence of the benches and other details of the High Line project.
- The 2D CAD drawings and documentation (PART B 2D) (e.g., plans, sections, etc.) were an integral part of the learning process.
- Developing the 2D CAD drawings and documentation (PART B 2D) (e.g., plans, sections, etc.) took a lot of time and effort but did not add any meaningful learning and could be completely replaced by the 3D exercises in the assignment.
- 6.
- Please share any additional thoughts regarding the effectiveness of the 2D CAD drawings and documentation (PART B 2D) (e.g., plans, sections, etc.) in the overall learning process.
- 7.
- Please indicate your level of agreement with the statements below (On a scale from “Strongly Disagree” to “Strongly Agree”):
- Developing 3D models of the details and converting 3D models (Rhino or SketcUp) to CAD (PART B 3D) helped me to understand the construction details and sequence of the iconic benches and other details of the High Line project.
- Developing 3D models of the details and converting 3D models (Rhino or SketcUp) to CAD (PART B 3D) did not help me to understand the construction details and sequence of the benches and other details of the High Line project.
- Developing 3D models of the details and converting 3D models (Rhino or SketcUp) to CAD (PART B 3D) was an integral part of the learning process.
- Developing 3D models of the details and converting 3D models (Rhino or SketcUp) to CAD (PART B 3D) took a lot of time and effort but did not add any meaningful learning and could be completely replaced by the 2D exercises in the assignment.
- 8.
- Please share any additional thoughts regarding the effectiveness of developing 3D models of the details and converting 3D models (Rhino or SketcUp) to CAD (PART B 3D) in the overall learning process.
- 9.
- Please indicate your level of agreement with the statements below (On a scale from “Strongly Disagree” to “Strongly Agree”):
- Developing the exploded and annotated 3D details (PART C) helped me to understand the construction details and sequence of the iconic benches and other details of the High Line project.
- Developing the exploded and annotated 3D details (PART C) did not help me to understand the construction details and sequence of the benches and other details of the High Line project.
- Developing the exploded and annotated 3D details (PART C) was an integral part of the learning process.
- Developing the exploded and annotated 3D details (PART C) took a lot of time and effort but did not add any meaningful learning and could be completely excluded from the learning process.
- 10.
- Please share any additional thoughts regarding the effectiveness of Developing the exploded and annotated 3D details (PART C) in the overall learning process.
- 11.
- We created a virtual exhibition space with all of the students’ XR (PART C) work. The exhibition space allowed the audience to immersively experience construction details, materials, and methods of the High Line iconic benches in Virtual Reality (VR). Please indicate your level of agreement with the following statements on the VR experience(On a scale from “Strongly Disagree” to “Strongly Agree”):
- Experiencing my and other students’ work (PART C) in VR enhanced my understanding of the scale, processes, materials, and details of the High Line iconic benches.
- The VR exhibition was an enjoyable experience but it did not contribute to any meaningful learning regarding the construction processes, materials, methods, and details of the iconic High Line benches.
- The VR experience was neither enjoyable nor educational.
- The VR exhibition space was self explanatory.
- I had many technical difficulties exploring the VR exhibition space and navigation was challenging.
- I had physical difficulties, such as visual or auditory difficulties exploring the VR exhibition space.
- I enjoyed exploring the XR technology and navigating through the VR space.
- The VR exhibition space was realistic.
- The added sound effects, background, and vegetation meaningfully contributed to the VR experience and made it more enjoyable.
- Incorporating VR can enhance the learning processes of landscape construction, materials, and details.
- Incorporating VR may have some learning potential but it is not suitable for teaching/learning landscape construction, materials, and details.
- 12.
- Which aspects of the VR exhibition space you liked the most? Please describe.
- 13.
- Which aspects of the VR exhibition space could be improved? Please describe.
- 14.
- Please answer the following questions.
- Out of the five learning components which one did you enjoy the most?
- Out of the five learning components, which one helped you to understand the construction details of the High Line project the most?
- Out of the five learning components, which one helped you to understand the construction sequences of the High Line project benches and other elements the most?
- Out of the five learning components, which one do you think was the easiest to complete?
- Out of the five learning components, which one do you think was most related to the assignment learning outcomes?
- Which learning activity you enjoyed the most?
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Which Aspects of the VR Exhibition Space Do You Like the Most? Please Describe. | Which Aspects of the VR Exhibition Space Could Be Improved? Please Describe. |
---|---|
Being able to see everyone’s work was helpful to see how people worked through problems to get the final product. | Maybe being able to walk around with the VR. Space is limited here but it would be nice to be able to walk around and see the exhibition. |
The realism and the accurate scaling of the benches, how easy it was to navigate. | Aerial movement, and a lot more options for exploring, but overall, it was a good experience. |
Being able to see what constructed in a 3d space and being able to look around | Some of it can appear blurry but that’s more of an equipment issue |
I liked getting to see my work in virtual space, very enjoyable. | Saad did a great Job, Well done Saad |
The ability to look closely and freely at different components! | The jumpy movement when you moved forward… |
Being able to see each detail up close at any angle | N/A |
Being able to see all of the components that go into the bench | the way you move |
The Jumping around instead of staying in one spot and looking. | The spots you could view the benches, more variations would be cool. |
The ability to see Multiple working projects at the same time and in the same space. Also the ability to look closer as you would naturally. | Possibly shakiness of the headset. This is likely user error. |
Seeing the super detailed exploded 3d models | N/A |
The background colors and sounds enhanced the experience. | I thought everything look perfect. |
Vegetation Space | |
I enjoyed seeing and experiencing my work in the VR space. The details showed differently in VR space than manually navigating it through my computer screen | The only thing that made the VR exhibition space not enjoyable was how it lagged some. While looking around the environment- sometime the screen would lag behind. |
I liked the added noise and ambience. Was graphically compelling. | The ability to walk around would help enhance the “reality” of it all. This would of course require a decent amount of space to walk around though. |
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Andalib, S.Y.; Monsur, M. Co-Created Virtual Reality (VR) Modules in Landscape Architecture Education: A Mixed Methods Study Investigating the Pedagogical Effectiveness of VR. Educ. Sci. 2024, 14, 553. https://doi.org/10.3390/educsci14060553
Andalib SY, Monsur M. Co-Created Virtual Reality (VR) Modules in Landscape Architecture Education: A Mixed Methods Study Investigating the Pedagogical Effectiveness of VR. Education Sciences. 2024; 14(6):553. https://doi.org/10.3390/educsci14060553
Chicago/Turabian StyleAndalib, S. Y., and Muntazar Monsur. 2024. "Co-Created Virtual Reality (VR) Modules in Landscape Architecture Education: A Mixed Methods Study Investigating the Pedagogical Effectiveness of VR" Education Sciences 14, no. 6: 553. https://doi.org/10.3390/educsci14060553
APA StyleAndalib, S. Y., & Monsur, M. (2024). Co-Created Virtual Reality (VR) Modules in Landscape Architecture Education: A Mixed Methods Study Investigating the Pedagogical Effectiveness of VR. Education Sciences, 14(6), 553. https://doi.org/10.3390/educsci14060553