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Second Life Application for Creativity in Art and Design Education
Author(s) -
Sevda Ceylan-Dadakoğlu,
Vedat Özsoy
Publication year - 2020
Publication title -
international journal of educational methodology
Language(s) - English
Resource type - Journals
ISSN - 2469-9632
DOI - 10.12973/ijem.6.4.759
Subject(s) - rubric , creativity , curriculum , fashion design , mathematics education , inclusion (mineral) , process (computing) , psychology , avatar , engineering design process , pedagogy , computer science , engineering , human–computer interaction , clothing , social psychology , mechanical engineering , archaeology , history , operating system
This research aims at revealing the effects of Second Life (SL) application used in virtual environment in art and design education of creativity. This research is a qualitative study conducted evaluating the results of a group of 16 students studying art and design at universities, for a period of 12 weeks. For SL, a 3D, online, multi-user virtual environment was chosen as the study area.  The process of the research was evaluated by the researcher with a Structured Observation Form (SOF). Student designs were evaluated by four graduated artists/educators and researchers with a Rubric. The study group discovered SL during the application process. They made numerous trials, took risks and tried different solutions in SL. The design process that started with an avatar creation continued with 3D design, adding texture, colour, and script to objects and creating a notecard. According to the researcher’s feedback based on SOF, the group is considered “Good” in the design process. According to the Rubric for creativity, applied by the experts is evaluated as “Accomplished.” As for the rubric applied by the researcher, the group is evaluated “Good.” Based on these results, it can be considered that the inclusion of SL in the art and design education curriculum will contribute to 21st century skills and develop imagination and creativity of students.

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