Effects of virtual reality applications on the work review experience
2025
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Danışman: Dr. Öğr. Üyesi Huriye Çelikcan
Özet (EN)
Emerging digital technologies are transforming not only educational environments but also approaches to art education; in particular, virtual reality (VR) technologies are adding a new dimension to the processes of experiencing and analyzing artworks. These technologies enable immersive and interactive encounters that go beyond the limitations of traditional, static displays. Within this context, the main objective of the present study is to examine the impact of virtual reality technologies on students' artwork analysis experiences in the context of art education, and to comparatively evaluate this method alongside traditional artwork analysis approaches. The study was conducted with 20 undergraduate students enrolled in the Visual Arts Education Department at Ankara Music and Fine Arts University. Of the participants, 17 were female and 3 were male. Half of the participants had previous experience with virtual reality, while the other half were introduced to VR technology for the first time through this study. This allowed for a diverse range of perspectives regarding the usability and educational impact of the VR experience. The research employed the phenomenological method, one of the qualitative research designs. Structured interview forms were used as the data collection tool. Each student was presented with three-dimensional models of three artworks in a virtual reality environment. The same artworks were previously shown as traditional two-dimensional images, and students' opinions were collected following both experiences. The data obtained were analyzed using thematic analysis techniques to identify common patterns and meaningful insights. The results of the analysis revealed that a significant portion of students (45%) believed that experiencing artworks in a virtual reality environment enriched the analysis process, while 35% found the traditional method to be more effective. Meanwhile, 20% of the participants preferred a combination of both approaches. All students stated that the use of VR as an "experiential environment" in art education is both necessary and effective, especially in enhancing engagement and motivation. Prominent themes emerging from participants' responses included concepts such as "sensory perception," "spatiality," "interaction," "living the moment," and "perception of depth." Moreover, artwork viewing conducted through VR was observed to more strongly stimulate students' aesthetic perceptions and to enable them to interpret visual elements—such as figures, colors, and composition—more effectively. When considered within the framework of experiential learning, VR applications were found to support all four stages of Kolb's learning cycle, namely: concrete experience, reflective observation, abstract conceptualization, and active experimentation. In this regard, it was concluded that virtual reality technology holds the potential not merely as a technological innovation, but also as a valuable pedagogical tool in the field of art education, offering enriched learning opportunities that foster deeper understanding and critical thinking.
Yazar
Murat Toğay
Kurum

Ankara Music and Fine Arts University
Görsel Sanatlar Eğitimi Bilim Dalı
Bu Yayına Nasıl Atıf Yapılır
Murat Toğay (Master Thesis). Effects of virtual reality applications on the work review experience, 2025, Ankara Music and Fine Arts University.
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Lisans
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