Strategies for implementing immersive technologies in creative project-based learning
Журнал
Мiждисциплiнарнi дослiдження складних систем
ISSN
2307-4515
Дата випуску
2025
Автор(и)
Andrushchenko, Tetiana I.
Sovhyra, Tetiana
Kuznietsova, Valeriia
Shevel, Inna
Zabora, Volodymyr
Kabanets, Oleksandr
DOI
10.31392/iscs.2025.27.087
Анотація
The article presents the results of a research conducted among students of the Kyiv National University of Culture and Arts as part of a project using augmented reality tools (development of the REMS application in a VR studio). The relevance of the research is determined by the need to adapt the educational process to the conditions of rapid technological progress, which, in turn, requires the development of digital competencies in students. The main objective of the study is to investigate the generative role of augmented reality (AR) in the creation of creative content and to identify priority approaches to the organisation of interactive and simulation practices. The presence of creative elements in virtual content developed as part of project-based learning confirms the important formative role of augmented reality in creating original content for immersive educational practices. The results of the study highlight the adaptability of augmented reality in promoting inclusiveness and enhancing the creative potential of educational trajectories. It has been established that participants in the educational process are capable of creating creative visual models by simulating real spaces and objects, resulting in an original interactive form of learning that embodies the characteristics of the artistic and cultural creative process. The creation of a shared virtual learning environment contributes to an increase in the level of interpersonal interaction between participants.
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