Featured Research

from universities, journals, and other organizations

Virtual reality can improve design skills in younger generation

Date:
March 4, 2011
Source:
University of Missouri-Columbia
Summary:
Researchers are studying ways to integrate technology into design learning, specifically to learn how to teach children design basics. In an effort to study how children who have grown up in a wired, video game culture use technology, researchers have engaged young students using a 3-D virtual reality platform to teach design.

Rapidly improving technology is changing everyday life for all generations. This constantly changing environment can be a difficult adjustment for older generations. However, for the current generation known as "Generation Y," this sense of constant technology adaption isn't an adjustment; it is a way of life. A University of Missouri researcher says a widening gap is occurring between educators and students due to the difference in how older and younger generations approach evolving technologies. Newton D'Souza, an assistant professor of architectural studies at MU, is looking for ways to move beyond traditional teaching methods and to bridge the technology gap between teachers and students.

"In a traditional educational model, learning only occurs in the classroom," MU researcher Newton D'Souza said. "Now, with technology like laptops and mobile phones, learning can occur anywhere from classrooms to hallways to coffee shops. For older generations, technology is a separate fixture. For Generation Y, it's a part of their lives. On one hand, it is exciting; on the other hand, it challenging because we must find ways to adjust teaching styles."

Researchers at the University of Missouri are studying ways to integrate technology into design learning, specifically to learn how to teach children design basics. In an effort to study how children who have grown up in a wired, video game culture use technology, D'Souza engaged young students using a 3D virtual reality platform to teach design. Using a popular existing virtual reality platform called Second Life, researchers directed students to design a small zoo. The zoo project involved a topic that young students could relate to, while providing adequate research restraints.

The Second Life platform provided a realistic 3D spatial simulation for students to explore. They were given instructions on certain design specifics and then allowed to work within the simulation. By studying how the students worked within the virtual reality platform and their eventual design product, D'Souza was able to observe the improvement of specific design skills.

D'Souza found that students working within the 3D virtual reality environment tended to improve spatial skills, including kinesthetic and logical abilities. However, verbal and intrapersonal skills seemed to suffer. He attributed this mixed result as a lesson to constantly work on creating better interfaces for today's learners. D'Souza also was surprised to find how quickly the students grasped the virtual reality concept and were able to begin working with it.

"Because they are wired in media, the kids entered into the system much faster than we expected," D'Souza said. "Today's students already exist in a 3D environment; we need to find a way to teach them where they already are."

Ultimately, D'Souza says that because each individual learns differently, new media technologies like the Second Life platform will teach researchers even more about how students learn. He believes it is important to continually question the assumptions about how humans learn.

"Right now we are failing to communicate with younger children," D'Souza said. "Learning is effective when previous assumptions are questioned, and nothing is taken for granted. It's not that we should entirely abandon our traditional teaching techniques; we need to consolidate what we have, and yet improvise to meet the needs of current day learners."


Story Source:

The above story is based on materials provided by University of Missouri-Columbia. Note: Materials may be edited for content and length.


Journal Reference:

  1. Newton D’Souza, So-Yeon Yoon, Zahidul Islam. Understanding design skills of the Generation Y: An exploration through the VR-KiDS project. Design Studies, 2011; 32 (2): 180 DOI: 10.1016/j.destud.2010.07.002

Cite This Page:

University of Missouri-Columbia. "Virtual reality can improve design skills in younger generation." ScienceDaily. ScienceDaily, 4 March 2011. <www.sciencedaily.com/releases/2011/03/110304115354.htm>.
University of Missouri-Columbia. (2011, March 4). Virtual reality can improve design skills in younger generation. ScienceDaily. Retrieved September 22, 2014 from www.sciencedaily.com/releases/2011/03/110304115354.htm
University of Missouri-Columbia. "Virtual reality can improve design skills in younger generation." ScienceDaily. www.sciencedaily.com/releases/2011/03/110304115354.htm (accessed September 22, 2014).

Share This



More Mind & Brain News

Monday, September 22, 2014

Featured Research

from universities, journals, and other organizations


Featured Videos

from AP, Reuters, AFP, and other news services

Could Grief Affect The Immune Systems Of Senior Citizens?

Could Grief Affect The Immune Systems Of Senior Citizens?

Newsy (Sep. 19, 2014) The study found elderly people are much more likely to become susceptible to infection than younger adults going though a similar situation. Video provided by Newsy
Powered by NewsLook.com
Food Addiction Might Be Caused By PTSD

Food Addiction Might Be Caused By PTSD

Newsy (Sep. 18, 2014) New research shows that women who suffer from PTSD are three times more likely to develop a food addiction. Video provided by Newsy
Powered by NewsLook.com
Corporal Punishment on Decline, Debate Renews

Corporal Punishment on Decline, Debate Renews

AP (Sep. 16, 2014) Corporal punishment in the United States is on the decline, but there is renewed debate over its use after Minnesota Vikings running back Adrian Peterson was charged with child abuse. (Sept. 16) Video provided by AP
Powered by NewsLook.com
FDA Eyes Skin Shocks Used at Mass. School

FDA Eyes Skin Shocks Used at Mass. School

AP (Sep. 15, 2014) The FDA is considering whether to ban devices used by the Judge Rotenberg Educational Center in Canton, Massachusetts, the only place in the country known to use electrical skin shocks as aversive conditioning for aggressive patients. (Sept. 15) Video provided by AP
Powered by NewsLook.com

Search ScienceDaily

Number of stories in archives: 140,361

Find with keyword(s):
Enter a keyword or phrase to search ScienceDaily for related topics and research stories.

Save/Print:
Share:

Breaking News:
from the past week

In Other News

... from NewsDaily.com

Science News

Health News

Environment News

Technology News



Save/Print:
Share:

Free Subscriptions


Get the latest science news with ScienceDaily's free email newsletters, updated daily and weekly. Or view hourly updated newsfeeds in your RSS reader:

Get Social & Mobile


Keep up to date with the latest news from ScienceDaily via social networks and mobile apps:

Have Feedback?


Tell us what you think of ScienceDaily -- we welcome both positive and negative comments. Have any problems using the site? Questions?
Mobile: iPhone Android Web
Follow: Facebook Twitter Google+
Subscribe: RSS Feeds Email Newsletters
Latest Headlines Health & Medicine Mind & Brain Space & Time Matter & Energy Computers & Math Plants & Animals Earth & Climate Fossils & Ruins