APPLIED RESEARCH

Use 3D modeling and virtual reality technologies to create an engaging drawing course for college students

Authors

  • X. Wang Francisk Skorina Gomel State University

How to cite

GOST Wang X. Use 3D modeling and virtual reality technologies to create an engaging drawing course for college students // Education Management Review. 2025. Vol. 15. No. 5-2. P. 291-299. DOI: 10.25726/z5494-7333-8692-f
APA Wang, X. (2025). Use 3D modeling and virtual reality technologies to create an engaging drawing course for college students. Education Management Review, 15(5-2), 291-299. https://doi.org/10.25726/z5494-7333-8692-f

Abstract

The introduction of virtual reality (VR) technologies and 3D modeling into the modern system of art education opens up new opportunities to overcome the fundamental difficulties associated with learning to draw. Traditional methods, based on working from life on a two-dimensional plane, often create a barrier to the development of full-fledged spatial thinking in students. This study aimed to develop and empirically test an innovative academic drawing course using immersive technologies in order to evaluate its impact on performance, engagement, and key competencies of college students compared to the standard curriculum. In the study, conducted over the course of one semester, 80 second-year art college students participated, who were randomly divided into experimental (VR) and control (traditional) groups of 40 people each. The experimental group was taught using Oculus Quest 2 VR headsets and specialized software (Gravity Sketch, Tilt Brush), while the control group followed the standard academic program. The effectiveness of the methods was assessed comprehensively: through standardized pre- and post-tests on a 100-point scale, blind expert evaluation of final creative projects according to detailed criteria, as well as anonymous surveys to measure motivation and collect qualitative feedback. The results demonstrated a significant advantage of the immersive approach. The average score in the experimental group increased by 81,31% by the end of the course, while the control group showed only a 45.69% increase. Expert assessment of the final works showed that VR-group students significantly outperformed the control group in understanding construction and perspective (+34,16%) and in light-and-shadow volume rendition (+27,39%), while no statistically significant difference in execution technique was observed. In addition, the VR group showed significantly higher learning motivation (4.71 out of 5 versus 3.78) and overall course satisfaction (91,5% positive feedback versus 78,2%). The data obtained convincingly indicate that the integration of VR and 3D modeling into the educational process not only improves academic performance but also transforms the very way complex spatial disciplines are mastered. The immersive environment fosters a deep, intuitive understanding of form, perspective, and light, which is directly reflected in the quality of the work. Despite the technical difficulties noted, the pedagogical advantages and increased student motivation confirm the high potential of VR as a powerful tool for modernizing art education.

Keywords

virtual reality 3D modeling art education academic drawing immersive learning

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Published

2025-10-10

Issue

Section

APPLIED RESEARCH

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