4.4. Analysis of the Differences in Learning Outcomes on Public Art and Environmental Literacy Topics Under Different Teaching Strategies
1. Overall Learning Outcome Analysis
(1) Test of Homogeneity of Regression Slopes for Overall Learning Outcomes
As shown in
Table 10, the test for homogeneity of regression slopes for overall learning outcomes yielded an F value of 0.548, which was not statistically significant. This result indicates that it is appropriate to proceed with a one-way ANCOVA (analysis of covariance).
(2) Overall Learning Effectiveness: One-Way ANCOVA Analysis
As shown in
Table 11, after controlling for the influence of prior knowledge on the overall learning effectiveness of the two groups of students, the effect of different teaching strategies on overall learning effectiveness was found to be significant, with an F value of 33.777 ***. This indicates that the overall learning effectiveness related to public art and environmental literacy varies significantly based on the teaching strategy employed.
Table 12 presents the descriptive statistics summary for the overall learning effectiveness regarding public art and environmental literacy. It shows that the adjusted mean for the experimental group is higher than that of the control group, suggesting that the introduction of virtual reality teaching strategies in public art courses has a positive impact on overall learning effectiveness.
2. Analysis of Learning Outcomes in Public Art
(1) One-Way ANCOVA for Public Art Knowledge
As shown in
Table 13, after controlling for the prior knowledge of the two groups, the effect of different teaching strategies on public art knowledge was significant, with F = 5.737 *. This indicates that the knowledge of public art varies depending on the teaching strategy.
Table 14, which presents the descriptive statistics for public art knowledge, shows that the adjusted mean of the experimental group was higher than that of the control group. This suggests that the integration of virtual reality teaching strategies into public art courses had a positive impact on students’ public art knowledge.
(2) Analysis of Public Art Skills: One-Way ANCOVA
As shown in
Table 15, after controlling for the influence of the baseline skills of both groups on public art skills, the effect of different teaching strategies on public art skills was found to be significant (F = 15.312 ***). This indicates that public art skills differ due to the variation in teaching strategies.
Table 16 summarizes the descriptive statistics for public art skills, revealing that the adjusted mean for the experimental group is higher than that of the control group. This suggests that the integration of virtual reality teaching strategies in the public art curriculum positively impacts public art skills.
(3) Analysis of Public Art Attitudes Using One-Way ANCOVA
As shown in
Table 17, after controlling for the pre-existing attitudes of both groups of students, the analysis revealed that the effect of different teaching strategies on attitudes toward public art was significant, with an F value of 34.259 ***. This indicates that attitudes toward public art differ based on the teaching strategy employed. Furthermore, as indicated in
Table 18, the adjusted mean attitude score of the experimental group was higher than that of the control group, suggesting that the integration of virtual reality teaching strategies into the public art curriculum positively influenced students’ attitudes toward public art.
3. Analysis of Learning Outcomes on Environmental Literacy Issues
(1) One-Way ANCOVA for Environmental Literacy Knowledge
As presented in
Table 19, after controlling for the prior knowledge of both groups regarding environmental literacy issues, the analysis revealed a significant effect of different teaching strategies on environmental literacy knowledge, with an F value of 17.348 ***. This indicates that students’ knowledge of environmental literacy issues varies depending on the teaching strategy employed.
Additionally, the descriptive statistics summarized in
Table 20 indicate that the adjusted mean score for the experimental group is higher than that of the control group. This suggests that the integration of virtual reality teaching strategies into the public art curriculum positively influences students’ knowledge of environmental literacy issues.
(2) Analysis of Skills in Environmental Literacy Issues Using One-Way ANCOVA
As shown in
Table 21, after controlling for the prior skills of the two groups of students, the effect of different teaching strategies on skills related to environmental literacy issues was tested, yielding an F value of 7.090 *, which indicates a significant difference. This result suggests that skills in environmental literacy issues differ based on the teaching strategies employed. According to the descriptive statistics summary presented in
Table 22, the adjusted mean for the control group was higher than that of the experimental group, indicating that the integration of virtual reality teaching strategies into the public art curriculum did not have a positive impact on skills related to environmental literacy issues.
(3) Analysis of Attitudes Towards Environmental Literacy Issues Using One-Way ANCOVA
As shown in
Table 23, after controlling for the prior attitudes of the two groups of students, the effect of different teaching strategies on attitudes towards environmental literacy issues was assessed, yielding an F value of 16.957 ***, which indicates a significant difference. This result suggests that attitudes towards environmental literacy issues vary based on the teaching strategies employed. According to the descriptive statistics summary presented in
Table 24, the adjusted mean for the experimental group was higher than that of the control group, indicating that the integration of virtual reality teaching strategies into the public art curriculum had a positive impact on attitudes towards environmental literacy issues.
4. Analysis of Aesthetic Composition and Spatial Representation in Public Art: Evaluation of Drafts by Teachers and Self-Assessment by Students
Following the implementation of Unit 2: Aesthetic Composition and Spatial Representation in Public Art, students created initial drafts of their public art projects. The evaluation utilized the “VR Public Art Draft Assessment Scale” for the experimental group and the “Public Art Draft Assessment Scale” for the control group, encompassing both teacher evaluations and student self-assessments. The “Public Art Draft Assessment Scale” is a tool designed to evaluate students’ performance during the initial draft stage of public art creation, incorporating both teacher feedback and student self-reflection. The scale assesses key aspects such as conceptualization, design composition, environmental interaction, and attention to environmental issues, aiming to provide bidirectional feedback for refining artistic creations. The scoring system, calculated as percentages, comprises two major components: Aesthetic Composition and Spatial Representation. Aesthetic Composition includes Form (20%) and Color Application (30%), with Form evaluated based on levels of abstraction (representational, semi-representational, or abstract) and Color Application judged on the quality of pairing and coherence. Spatial Representation includes Modeling (20%), Environmental Interaction (15%), and Spatial Perspective (15%), assessing the quality of modeling, harmony with the environment, and perspective representation.
As shown in
Table 25, VR technology significantly influenced students’ spatial representation in public art, while no significant difference was found in the aesthetic composition. The analysis of the two major components—Aesthetic Composition and Spatial Representation—is presented below:
(1) Aesthetic Composition in Public Art
A. Form (Representational, Semi-Representational, Abstract):
a. The teacher evaluation score for the VR group was 16.8, with a self-assessment score of 16.4, indicating almost equivalence, while the control group recorded scores of 16.2 across both assessment scales, showing no significant differences. Thus, in this category, the scores for both groups were nearly identical, suggesting no significant difference in form representation regardless of whether assessed by teachers or self-reported by students.
b. The rationale behind this finding is that the aesthetic presentation of public art relies more on the students’ artistic expression than on the influence of VR technology. Whether through accurate representational depiction or creative abstract expression, these elements primarily depend on the students’ artistic capabilities, hence VR technology did not provide a significant advantage in this area.
B. Color Application:
a. The average teacher evaluation score for the VR group was 26.4, and the self-assessment score was 26.2, indicating a minimal difference. The control group’s scores for teacher evaluations and self-assessments were also very close, at 26.2 and 26.0, respectively. Consequently, color application in this category was not influenced by VR technology.
b. The reasoning is that color application relies on students’ aesthetic and color perception abilities, typically derived from their artistic experiences and personal perceptions, and has little correlation with the application of VR technology. Whether in a VR environment or traditional media, students’ use of color is grounded in their inherent aesthetic judgment rather than technical assistance.
(2) Spatial Representation in Public Art
A. Form (2D, 3D):
a. The teacher evaluation score for the VR group was 18.0, closely matched by the self-assessment score of 18.2, indicating that both teachers and students recognized the impact of VR technology on spatial representation. In contrast, both the control group’s teacher evaluation and student self-assessment scores were 16.6, slightly lower than those of the VR group.
b. The reason is that VR technology indeed aids in spatial representation from both teachers’ and students’ perspectives, particularly because VR provides a more immersive creative platform, enhancing students’ capabilities in spatial representation. This allows students to create and adjust their work in a virtual space, improving their spatial perception and application of form. Through the virtual environment, students can intuitively grasp three-dimensional space and make real-time observations and adjustments. The control group, however, relied on traditional 2D representations for 3D spatial modeling, which somewhat limited their control over three-dimensional space, leading to lower scores from both teachers and students compared to the VR group.
B. Environmental Interaction (Coherence with Surrounding Environment):
a. The teacher evaluation score for the VR group was 13.6, with a self-assessment score of 13.8, showing minimal difference. Both the control group’s teacher and student evaluations were identical at 11.8, indicating a consensus among teachers and students regarding the performance of environmental interaction. The VR group’s scores were significantly higher than those of the control group, demonstrating that VR technology has a notable advantage in aiding students’ understanding of their work’s interaction with the environment.
b. The reason is that VR enables students to instantaneously simulate the placement effects of their work within a virtual environment, facilitating a more intuitive understanding of the interaction between their works and the surrounding context, thus enhancing coherence and effectiveness in environmental interaction. In contrast, students in the control group lacked real-time spatial simulation and could only rely on static models or flat drawings for their estimations, which limited their control over the relationship between the environment and their work.
C. Spatial Perspective:
a. The teacher evaluation score for the VR group was 14.6, while the self-assessment score was 13.6; although there is a one-point difference, both maintained a relatively consistent trend. The control group’s teacher and student evaluations were completely aligned, both at 11.4, showing that the VR group’s scores significantly exceeded those of the control group, indicating that VR technology aids students in better comprehending spatial perspective.
b. The rationale is that VR technology offers multi-perspective visual effects, allowing students to observe their initial drafts from various angles and make real-time adjustments to the perspective structure of their work. This advantage enhances students’ understanding and representation of spatial structure. In contrast, students in the control group lacked this multi-dimensional visual assistance and could only understand their work through static perspective drawings, which imposed considerable limitations in handling complex spatial structures.
(3) Comprehensive Discussion and Explanation
A. Aesthetic Composition in Public Art:
a. In terms of form (representational, semi-representational, abstract) and color application, the VR and control groups showed no significant differences, indicating that student performance in these areas primarily depended on individual aesthetic abilities and artistic perception rather than the application of VR technology.
b. Form representation emphasizes students’ modes of expression in creation; whether through precise representation or abstract creativity, these aspects are not closely related to VR technology. Thus, VR technology did not yield significant assistance in this area.
c. Color application presented similar results. The choice and application of color are more influenced by students’ perception and aesthetic experience rather than by the VR tools. Whether in a virtual environment or traditional mediums, students’ color representation predominantly relies on their internal aesthetic abilities.
d. Therefore, we can conclude that the application of VR technology did not result in significant enhancement in aesthetic composition within public art.
B. Spatial Representation in Public Art:
a. The greatest advantage of VR technology is demonstrated in spatial representation in public art, especially in the areas of form, environmental interaction, and spatial perspective, where the VR group’s performance significantly surpassed that of the control group. This indicates that VR technology can markedly enhance students’ understanding of form design, environmental interaction, and spatial perspective.
b. In the form (2D, 3D) project, the VR group clearly outperformed the control group, particularly in the creation of initial drafts of 3D forms in a virtual space. VR technology provides an immersive platform that enables students to make real-time adjustments to their work. In contrast, control group students relied mainly on 2D drawings to complete their 3D forms and were unable to make immediate adjustments due to the lack of virtual technology assistance. Consequently, the immediate feedback and visualization characteristics of the virtual environment allow students to make quicker adjustments, which is more challenging to achieve in traditional teaching methods.
c. VR technology allows students to simulate the placement effects of their work in real environments and adjust the coherence between their works and the surrounding context in real-time, encouraging them to focus on the interaction between the work and the environment. In the control group, students, lacking immediate environmental simulation, could only rely on static images to envision the relationship between their work and the environment, which limited their performance in terms of environmental coherence and interactivity, highlighting the constraints of traditional teaching methods in this regard.
d. In the spatial perspective project, VR enables students to observe their work from different angles, significantly enhancing their understanding and representation of spatial perspective and allowing them to adjust and optimize their work at any time. Control group students primarily relied on traditional spatial design methods, and static planar images failed to provide multi-perspective observation, thus preventing them from fully mastering the spatial perspective and structure of their work as effectively as their VR counterparts.
5. Analysis of Teacher Assessments and Student Self-Evaluations in Public Art Creation
This study further investigates the results of teacher assessments and student self-evaluations, using the “Teacher and Student Self-Assessment for Public Art Creation” tool, in both the experimental and control groups. This evaluation tool, employed during the final phase of public art creation, includes professional assessments by teachers of students’ creative outcomes, alongside students’ self-reflections on their creative processes and results. The assessment covers aspects such as form, color application, spatial expression, integration of environmental literacy, and teamwork and communication skills. The scoring system is based on percentages and includes three categories: Knowledge (40%), Attitude (30%), and Skills (30%). Knowledge evaluates understanding of public art and environmental issues, and the application of art design principles. Attitude assesses environmental awareness and creative approach, while Skills focuses on technical execution and design thinking. As illustrated in
Table 26, students in the experimental group scored higher than those in the control group across these three dimensions. A detailed analysis is presented below.
(1) Knowledge Dimension
A. Understanding of Public Art:
In teacher assessments, students in the experimental group performed better, achieving a score of 14.5 compared to 12.5 for the control group. In the self-assessment, the experimental group scored 13.8, while the control group scored 11.6. This indicates that virtual reality (VR) technology aids students in comprehending the historical context of public art and relating it to environmental issues.
B. Understanding of Environmental Literacy Issues:
In teacher assessments, the experimental group’s knowledge application score was 13.0, significantly higher than the control group’s score of 11.5. For self-assessment, the experimental group scored 13.9, while the control group scored 11.4. This demonstrates that VR technology effectively enhances students’ understanding of environmental issues and enables them to concretize these concepts in their work.
C. Application of Artistic and Design Principles:
In teacher assessments regarding the application of artistic principles, the experimental group scored 9.0 out of 10, compared to 7.5 out of 10 for the control group. In self-assessments, the experimental group scored 8.9, while the control group scored 7.6. This indicates that VR technology allows students to apply artistic principles, such as color, form, and line, more flexibly.
(2) Skills Dimension
A. Technical Execution and Artistic Expression:
In teacher assessments, the experimental group scored 13.5, significantly higher than the control group’s score of 11.0. In self-assessments, both groups scored equally at 13.5 for the experimental group and 11.2 for the control group. This shows that students are more adept at mastering technical skills and creating artistically compelling works when using VR for creation.
B. Creative Thinking and Design:
In teacher assessments, the experimental group’s scores for thinking and design were 14.0, significantly surpassing the control group’s score of 12.0. In self-assessments, the experimental group scored 14.1, while the control group scored 12.2. This indicates that VR technology provides students with greater creative freedom, enabling them to achieve higher levels of design capability.
(3) Attitudes Dimension
A. Environmental Awareness and Sense of Responsibility:
In teacher assessments, the experimental group scored 13.5 for environmental awareness, significantly higher than the control group’s score of 12.5. In self-assessments, the scores were the same, with the experimental group at 13.5 and the control group at 10.7. This suggests that VR technology, through immersive simulations, helps students better understand the importance of environmental protection and enhances their sense of responsibility.
B. Creative Attitude and Initiative:
In teacher assessments, the experimental group’s scores for creative attitude and initiative were 13.0, also significantly higher than the control group’s score of 12.0. In self-assessments, the experimental group scored 13.3, while the control group scored 10.1. This indicates that VR technology can stimulate students’ creative enthusiasm, encouraging them to actively explore and address challenges encountered in their creative processes.
4.5. Post-Test Analysis of Public Art and Environmental Literacy Issues
This study conducted a pre- and post-test analysis of public art and environmental literacy issues to evaluate the improvements in knowledge, skills, and attitudes among the experimental group following the intervention. According to the paired sample
t-test results presented in
Table 27, significant enhancements were observed in the participants’ understanding of public art and environmental literacy issues from pre-test to post-test, as detailed below.
1. Public Art Knowledge:
The average post-test score (M = 1.01563, SD = 2.38708) was significantly higher than the pre-test score. The t-test revealed a t-value of 3.404 with 63 degrees of freedom and a p-value of 0.001, indicating a significant increase in participants’ knowledge of public art following the intervention.
2. Skills Improvement:
The post-test score for skills (M = 1.40625, SD = 2.03516) was also significantly higher than the pre-test score, with a t-value of 5.528, degrees of freedom of 63, and a p-value of 0.000. This demonstrates a significant improvement in participants’ performance regarding public art skills, reflecting the effective impact of the intervention.
3. Attitudinal Changes:
The post-test score for attitudes (M = 1.67969, SD = 2.40100) showed a significant increase compared to the pre-test, with a t-value of 5.597, degrees of freedom of 63, and a p-value of 0.000. This indicates that the intervention effectively enhanced participants’ attitudes toward public art.
4. Overall Effectiveness in Public Art:
The average post-test score (M = 3.67188, SD = 4.77611) was significantly higher than the pre-test score, as evidenced by a t-value of 6.150, degrees of freedom of 63, and a p-value of 0.000. This signifies substantial improvement in participants’ comprehensive performance in knowledge, skills, and attitudes related to public art post-intervention.
5. Environmental Literacy Knowledge:
The average post-test score (M = 1.75781, SD = 3.69147) for environmental literacy knowledge was significantly greater than the pre-test score, with a t-value of 3.809, degrees of freedom of 63, and a p-value of 0.000. This indicates a significant effect of the intervention on enhancing participants’ knowledge of environmental literacy.
6. Skills in Environmental Literacy:
Post-test skill scores (M = 1.59375, SD = 2.87004) were significantly higher than pre-test scores, as shown by a t-value of 4.442, degrees of freedom of 63, and a p-value of 0.000. This finding suggests notable progress in participants’ performance in environmental literacy skills.
7. Attitudinal Development in Environmental Literacy:
The post-test score for environmental literacy attitudes (M = 2.92969, SD = 3.79418) also significantly exceeded the pre-test score, with a t-value of 6.177, degrees of freedom of 63, and a p-value of 0.000. This reveals significant improvement in participants’ attitudes toward environmental literacy, highlighting the positive role of the intervention in fostering such attitudes.
8. Overall Effectiveness in Environmental Literacy:
The average post-test score (M = 5.66406, SD = 7.57557) for overall environmental literacy effectiveness was significantly higher than the pre-test score. The t-test results showed a t-value of 5.981, degrees of freedom of 63, and a p-value of 0.000, indicating substantial enhancement in participants’ overall performance in knowledge, skills, and attitudes related to environmental literacy following the intervention.
9. Public Art Creation—Spatial Knowledge:
Finally, in the area of spatial performance knowledge, the post-test score (M = 2.46094, SD = 4.72439) was significantly higher than the pre-test score, with a t-value of 4.167, degrees of freedom of 63, and a p-value of 0.000. This suggests that the intervention was effective in improving participants’ knowledge of spatial performance.
4.6. Qualitative Data Perspective Analysis
During the teaching period of this study, the experimental group was observed by one instructor who provided classroom observation and feedback, along with two formative assessments and a post-test. The observation items encompassed various stages of Creative Problem Solving (CPS) and the Zone of Proximal Development (ZPD), ensuring a comprehensive understanding of students’ performances and needs at different stages. The observation items included problem identification and data collection, which correspond to the existing level of the ZPD. Following these were problem analysis and creative generation, which relate to the proximal development zone of the ZPD. Finally, solution evaluation, selection, implementation, and assessment correspond to the potential development level of the ZPD. The qualitative data collection involved feedback from two teachers and one student from the experimental group, resulting in a total of nine feedback reports after each formative assessment. The results of the qualitative data triangulation are shown in
Table 28,
Table 29 and
Table 30.
In
Table 28 and
Table 29, the numbers presented have specific meanings. In
Table 28, the numbers indicate the frequency of positive feedback from teachers and students regarding corresponding items. For instance, in the item “Problem Identification—A1: How did you discover this problem?”, Teacher A provided positive feedback three times, suggesting that most students could clearly describe the process of problem discovery as observed by Teacher A.
In
Table 29, expressions like “3/9” represent the ratio of agreements in the feedback. Taking “Problem Identification—A1: How did you discover this problem?” as an example, “3/9” for Teacher A means that there were three agreements out of a total of nine feedbacks. These data are obtained through the classification, organization, and statistics of teachers’ and students’ feedback, rather than codes used for qualitative data analysis.
The nine feedback reports were provided by a feedback team consisting of two teachers and one student after each formative assessment. These reports cover students’ performances in various stages of the Creative Problem Solving (CPS), including problem identification, data collection, problem analysis, idea generation, solution evaluation and selection, and implementation and evaluation. In the problem identification stage, the feedback reports might record whether students’ problem discovery methods are diverse and whether they accurately grasp the core of the problem. In the idea generation stage, the quantity and quality of students’ creative ideas are documented. In the data presentation of
Table 28 and
Table 29, these feedback contents are classified and statistically analyzed according to different CPS stages and specific items, presenting an intuitive view of students’ performances in each link.
Which presents a statistical summary of the qualitative data regarding the implementation of virtual reality teaching strategies, we can observe the following:
1. Problem Identification:
The average agreement coefficient for problem identification reached 0.93.
(1) In response to the question “A1 How did you discover this problem?”, the average agreement coefficient was 0.89. Both teachers and students expressed strong affirmation of this sub-item, indicating that most participants could clearly describe the process of discovering the problem. For the question “A2 What was your first reaction when you encountered this problem?”, the agreement coefficient was 1.00, with all participants agreeing they could respond quickly and take appropriate action when faced with a problem. For “A3 What are your thoughts or hypotheses regarding this problem?”, the average agreement coefficient was 0.89, showing that the majority of participants could propose relevant ideas or hypotheses.
(2) The observing teacher suggested that the process of problem identification in the experimental group’s curriculum needed to be more cautious. Students felt unfamiliar with the application of virtual reality technology during the initial stages and therefore required more specific guidance and explanation. Additionally, some students experienced operational difficulties when using virtual reality equipment, which could affect their understanding and engagement with the course content. Consequently, teachers should observe students’ reactions more frequently and use questioning to help students adapt more quickly to the virtual reality course. While the attractiveness and interactivity of virtual reality increased the learning interest and engagement of some students, others, who were less familiar with the technology or experienced dizziness from virtual reality, might feel pressure and frustration, ultimately diminishing their motivation to learn.
2. Data Collection:
The average agreement coefficient for data collection reached 0.89.
(1) In the question “B1 What methods did you use to collect information about the problem?”, the average agreement coefficient was 0.89, indicating that participants could effectively employ various methods to gather information. For “B2 What sources did you obtain this information from?”, the agreement coefficient was 1.00, with all participants confirming that they could obtain information from diverse sources. In the question “B3 How did you connect different pieces of information?”, the average agreement coefficient was 0.89, suggesting that most participants could effectively connect and integrate information from different sources.
(2) During data collection, the observing teacher noted that students had varied experiences using virtual reality. Some students quickly grasped and applied virtual technology, while others required more guidance and practice. Furthermore, some students reported that the insufficient number of virtual reality devices hindered their ability to collect data in class, negatively impacting their continuous virtual experiences. Therefore, the observing teacher recommended preparing sufficient equipment for data collection, as well as gathering more operational records, individual student reactions, and team feedback to gain a more comprehensive understanding of the difficulties and challenges students faced while using virtual reality.
3. Problem Analysis:
The average agreement coefficient for problem analysis reached 0.93.
(1) In response to “C1 How did you decompose this problem?”, the average agreement coefficient was 0.93, indicating that participants could clearly break down the problem. For “C2 What do you believe is the root cause of this problem?”, the average agreement coefficient was 0.89, showing that most participants could identify the root cause of the problem. For “C3 How did you analyze the influencing factors of this problem?”, the agreement coefficient was 1.00, with all participants affirming their ability to comprehensively analyze the various influencing factors of the problem.
(2) In this stage, the observing teacher pointed out that students exhibited significant differences in their interactive behaviors within the virtual reality environment. Some students could operate both software and hardware smoothly and effectively apply the knowledge they learned, while others displayed slower performance in this regard. These operational difficulties might stem from unfamiliarity with the equipment, software malfunctions, or discomfort with the virtual scenarios. Consequently, the observing teacher suggested providing students with more time to practice and familiarize themselves with the software and hardware operations.
4. Creative Generation:
The average agreement coefficient for creative generation reached 0.89.
(1) In response to “D1 What creative solutions did you propose during the discussion?”, the average agreement coefficient was 0.89, indicating that participants could propose a variety of creative solutions. For “D2 How did you come up with these ideas?”, the agreement coefficient was 1.00, with all participants affirming their ability to generate creative thoughts. For “D3 Which idea do you think has the most potential?”, the average agreement coefficient was 0.78, indicating that most participants could identify the most promising ideas.
(2) During the creative generation process, the observing teacher noticed that some students displayed high levels of creativity and proactivity, successfully proposing diverse creative solutions. However, some students appeared relatively passive, possibly due to limited understanding of virtual reality technology or a lack of confidence in sharing their ideas. This situation may require more guidance and encouragement from the teacher. Thus, the observing teacher recommended that teachers encourage more students to participate in discussions and present their innovative ideas regarding the virtual reality public art course.
5. Solution Evaluation and Selection:
The average agreement coefficient for solution evaluation and selection reached 0.93.
(1) In the question “E1 What criteria did you use to evaluate the solutions?”, the average agreement coefficient was 0.89, indicating that participants could use clear criteria to evaluate the solutions. For “E2 How did you choose the best solution?”, the agreement coefficient was 1.00, with all participants affirming their ability to select the best solution. For “E3 What advantages do you believe this solution has?”, the average agreement coefficient was 0.89, suggesting that participants could clearly articulate the advantages of the solution.
(2) At this stage, the observing teacher found that students had different evaluation criteria for various solutions. Some students might prioritize the creativity of the solutions, while others might focus on the practicality and feasibility of the solutions. Moreover, due to the nature of virtual reality technology, certain solutions might encounter technical issues during implementation. Therefore, the observing teacher recommended that the evaluation of solutions should encompass more practical and verification aspects. Teachers could also arrange for students to operate in different virtual scenarios and observe their performances. Additionally, the teacher suggested introducing a third-party assessment mechanism to evaluate students’ learning outcomes, ensuring that the selection of solutions is more scientific and objective.
6. Implementation and Evaluation:
The average agreement coefficient for implementation and evaluation reached 0.89.
(1) In the question “F1 How did you develop the implementation plan?”, the average agreement coefficient was 0.89, indicating that participants could effectively develop an implementation plan. For “F2 What challenges did you encounter during implementation, and how did you solve them?”, the average agreement coefficient was 0.89, showing that participants could overcome challenges and resolve problems during implementation. For “F3 How did you assess the effectiveness of this solution?”, the average agreement coefficient was 0.89, indicating that participants could effectively evaluate the solution’s effectiveness.
(2) In this phase, the observing teacher noted that students faced several challenges. Firstly, the number of virtual reality devices became a major issue, preventing some students from receiving adequate hands-on practice in class. Secondly, some students encountered technical problems when using the virtual reality equipment, which could impact their learning outcomes. Therefore, the observing teacher suggested that during the implementation process, teachers should hold regular feedback meetings to gather students’ operational reactions and technical feedback, adjusting the course based on this feedback.
Based on the statistical summary of qualitative data and the observations from the observing teacher, the difficulties encountered during the implementation of virtual reality strategies can be summarized as follows:
1. Overview of Virtual Reality Course Implementation:
The virtual reality teaching strategies received high levels of agreement in all aspects. From “problem identification”, “data collection”, “problem analysis”, “creative generation”, “solution evaluation and selection”, to “implementation and evaluation”, all phases recorded agreement coefficients close to or exceeding 0.89, reflecting the participants’ strong affirmation of the teaching strategies. Particularly during the data collection and problem analysis phases, participants recognized the value of utilizing multiple data sources and conducting thorough problem analysis. The observing teacher recommended placing greater emphasis on students’ adaptation processes to virtual reality in the experimental group’s curriculum. Specific recommendations include enhancing technical guidance during the early implementation of the course, expanding information sources, observing students’ interactive behaviors in detail, and encouraging broader student participation during the creative generation phase.
2. Implementation Challenges of Virtual Reality Courses
During the implementation of the virtual reality (VR) curriculum, students in the experimental group encountered several technical challenges. These included unfamiliarity with virtual software technologies, difficulties in operating VR equipment, insufficient availability of devices, and psychological pressures along with physiological sensations of dizziness experienced by some students. These physical and mental issues have, to some extent, affected the learning motivation and outcomes of certain students.