Case Studies

Five Art & Design case studies were produced to demonstrate the potential value of accessible immersive learning for Art and Design in Higher Education. They were undertaken between partners at Bath Spa University (BSU); University of the Arts, London (UAL); Institute of Art, Design and Technology, Dublin (IADT); School of Form (SWPS) Poland; Chernivtsi National University, Ukraine; with support from Sumy State University (SUmDu), Ukraine. 

Each case study involved a collaborative pairing between two partners that teach the same or an allied subject. The scope of each case study was to address the most important pedagogical challenges and needs identified in their subjects and the Diagnostic Report.  

The case study reports provide examples of how immersive technology was used in the teaching of Art and Design subjects across Undergraduate Levels 3-6. They demonstrate a variety of methodologies; including student-centred learning, tutor reflections, and subject-specific approaches. Each reflects the honest experiences of staff and students with important evaluations, statistical analysis, and qualitative feedback. 

Collectively, they demonstrate the potential of immersive technologies and provide new perspectives for Art & Design lecturers and students. 

 

Subjects:

BA (Hons) Illustration, Graduate Diploma in Illustration and MA Illustration, and Three Dimensional Design, Model Making and Digital Art programmes.

Titles:
UAL: Digital Learning Spaces; The exploration of Immersive web XR as learning environments.

 

IADT: A subject specific exploration of Frame VR as a teaching space for Three Dimensional Design.
 
Immersive Technology:

Frame VR, Gravity Sketch, Mimic, Blender (Extended Reality XR Drawing).

     

 

Subject:

Immersive Media Module for BA (Hons) Media Communications

Title:
A Beginner’s Guide to Teaching (with) Immersive Technologies 
 
Immersive Technology:

Mozilla Hubs, AR Adobe Aero and Oculus VR headsets 

     

Subjects:

Fashion Design & Accessories, Department of Decorative, Applied and Art, and BIONICS/Screen Printing, Communication Design. 

Titles:
CHNU: Can Immersive Technology help prepare students in Decorative and Applied Arts for the modern labour market? A case study exploring the use of graphic tools in 3d modelling of Fashion Design & Accessories. 

 

SWPS: ‘Bionics’ testing the potential of immersive technology on classic design subjects and exploring the pedagogical opportunities and implications of immersive technology on students’ learning. 

 

Immersive Technology:

Frame VR with Meta Quest, Landing Pad, Gravity Sketch, SketchFab

Editorial note:

This case study reflects the impact of war on teaching and learning. 

      

Subjects:

Fine Art Department of Decorative, Applied and Art, and Life Drawing for Animation.

Title:
Virtual Reality as a teaching and learning space. An exploration of VR technology to facilitate life drawing, subject revision, and three-dimensional geometry. 

 

Immersive Technology:

Frame VR, Gravity Sketch, Blender, GestureVR

Editorial note:

This case study reflects the impact of war on teaching and learning.

     
 
Subjects:

Robotics Product Design and Communication Design, and Integrated Foundation in Art & Design. 

Title:
‘Think Again…’ Exploring how immersive technology can be used as a learning tool for students of Art and Design in Higher Education
 
Immersive Technology:

Frame VR, Gravity Sketch, SculptGL & SketchFab, Rhinoceros, GoogleMeets

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