TOWARDS AN EDUCATION SYSTEM AIMED AT ENHANCING THE EMBODIED, ENACTIVE AND INTERACTIVE EXPERIENCE THROUGH NEW REALITIES

DS 131: Proceedings of the International Conference on Engineering and Product Design Education (E&PDE 2024)

Year: 2024
Editor: Grierson, Hilary; Bohemia, Erik; Buck, Lyndon
Author: KIM, SuKyoung
Series: E&PDE
Institution: Sapporo City University, Japan
Page(s): 342 - 347
DOI number: 10.35199/EPDE.2024.58
ISBN: 978-1-912254-200
ISSN: 3005-4753

Abstract

The rapid evolution of immersive XR technologies has led to enhanced experiences by blurring the line between the real (physical) and unreal (virtual) worlds. However, there is a dearth of research clarifying the types of learning paradigms to consider when integrating immersive technologies in design education and enhancing learner experience. How can we further enhance our design education system by using immersive technologies to upgrade learning experiences? What type of approach is appropriate to make the best use of the unreal in design education to enhance learners’ experiences in the real? The integration of knowledge from recent neuroscience research into education, through a multidisciplinary translational approach, can be transformative for advancing the comprehension and development of new learning experiences. This research aimed to clarify several questions. It began by (1) reviewing current trends and the role of immersive technologies. Next, it (2) identified their role and value in design education, and (3) highlighted the limitations and possibilities of using immersive technologies as tools in design education with the filter modification model. Finally, (4) it proposed an approach based on recent neuroscience research. This approach uses a multidisciplinary translational strategy to advance the comprehension and development of new learning experiences in design education and to provide experience-based knowledge through immersive technologies. The findings of this research will act as guidelines for the implementation of immersive technologies in design education and will be one of the considerable methods to enhance students’ enactive learning experiences.

Keywords: Embodied-Enactive-Interactive, Immersive Technology, Experience-based Knowledge

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