ABSTRACT
Pottery making in technology education aims to foster students’ practical and creative ability. In a typical pottery making class, students receive the teacher’s instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in a pottery making class to promote their learning experience and performance. Therefore, in this study, a Virtual Reality (VR)-based pottery making approach was applied to technology education in a junior high school to examine its effects on students’ creativity and learning engagement. A total of 97 seventh graders from three classes participated in pottery making in class. One class of 34 students was assigned to be the experimental group learning with the VR-based approach, while the other two classes were assigned to be the control groups, with 30 students learning with the paper-and-pencil approach and 33 students with the clay-based approach. The results showed that the students learning with the VR-based approach were not only more creative in terms of their products, but also had higher cognitive engagement than those in the control groups. Moreover, the VR-based approach improved the students’ behavioral, emotional and social engagement compared to the paper-and-pencil approach.
Acknowledgements
This study is supported in part by the Ministry of Education of the People’s Republic of China (19YJC880028).
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No potential conflict of interest was reported by the author(s).
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Notes on contributors
Jue-Qi Guan
Jue-Qi Guan is a lecturer at the Department of Educational Technology, Zhejiang Normal University. Her research interests include technology enhanced learning and smart learning environment.
Liang-Hui Wang
Liang-Hui Wang is an associate professor at the Department of Educational Technology, Zhejiang Normal University. His research interests include technology enhanced learning, learning analytic and evidence-based education.
Qu Chen
Qu Chen is a lecturer at the College of Geography and Environmental Sciences, Zhejiang Normal University. His research interests include geography education and active learning.
Kai Jin
Kai Jin is a graduate student at the Department of Education Information Technology, East China Normal University. His research interests include learning sciences and smart learning environment.
Gwo-Jen Hwang
Gwo-Jen Hwang is a chair professor at the Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology. His research interests include mobile learning, digital game-based learning, flipped classroom and AI in education.