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SANAT TARİHİ DERSİ İÇİN SANAL GERÇEKLİK TEMELLİ ÖZGÜN BİR ÖĞRETİM MATERYALİ TASARIMI VE GELİŞTİRİLMESİ

Year 2024, Volume: 38 Issue: 4, 812 - 839, 30.12.2024
https://doi.org/10.48070/erciyesakademi.1542839

Abstract

Sanat tarihi dersleri, sanat tarihi geçmişi olmayan öğrenciler için zorlayıcı olabilir. Bu zorlukların farkına varmak, pratik çözümler bulmanın ilk adımıdır. Yenilikçi dijital teknolojilerin sanat tarihi derslerine entegrasyonu, yeni sunum yöntemlerini keşfetmenin yaratıcı bir yoludur ve aynı zamanda öğrencileri motive etmeye ve öğrenmelerini geliştirmeye yardımcı olabilir. Sanal gerçeklik (VR), soyut kavramları ve teorileri görselleştirir ve öğrencilerin tarihi mekânları sanal olarak ziyaret etmelerini sağlar. Araştırma, Osmanlı Dini Mimarisinde Süleymaniye Camisi üzerine lisans düzeyinde bir Sanat Tarihi dersi için iki farklı VR yaklaşımı, 3D animasyon, metinsel bilgi ve fotoğraflarla eğitim materyali oluşturmaya odaklanmıştır. Sanal gerçeklikle entegre ders materyali geliştirme, iyi tasarlanmış çok disiplinli bir işbirliğine ihtiyaç duymaktadır. Çalışmada sanat tarihi, mimarlık tarihi, eğitim bilimleri ve grafik tasarım disiplinlerindeki uzmanlar tarafından yetkinliklerin ve dijital teknoloji tabanlı sunum yöntemlerinin belirlenmesi için ortak bir çabaya ihtiyaç duyulmuştur. Eğitim materyali, VR tabanlı (6DOF) gezinti yazılımı ve Quicktime VR tabanlı (3DOF) panoramik etkileşimli fotoğraflar, 3D animasyonlu anlatımlar ve bina hakkında metinsel-fotoğrafik bilgiler içermektedir. Materyaller geliştirildikten sonra, VR teknolojisi ile donatılmış bir sınıfta küçük bir öğretmen, araştırma görevlisi ve öğrenci grubuna tanıtılmışlardır. Katılımcılardan alınan geri bildirimler, öğretim materyalinin öğrencilerin ilgi, öğrenme ve kalıcılık düzeylerini olumlu yönde etkileyecek nitelikte olduğunu göstermiştir. Bu yenilikçi yaklaşımın önemli bir eğitim potansiyeline sahip olduğu, ancak hayata geçirilmesi kurs öğretmenleri, eğitim uzmanları, tasarımcılar ve BT uzmanları arasındaki sıkı bir iş birliğine bağlıdır ve bu iş birliğine erişmenin her zaman kolay olmadığı sonucuna varılmıştır.

References

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  • Armougum, A., Orriols, E., Gaston-Bellegarde, A., Marle, C. J., & Piolino, P. (2019). Virtual reality: A new method to investigate cognitive load during navigation. Journal of Environmental Psychology, 65, 101338. https://doi.org/10.1016/j.jenvp.2019.101338
  • Baddeley, A. D., & Hitch, G. (1974). Working memory. In G.H. Bower (Ed.), The psychology of learning and motivation: Advances in research and theory (89) (pp. 47-89). Academic Press.
  • Cecotti, H., Huisinga, L., & Peláez, L. G. (2024). Fully immersive learning with virtual reality for assessing students in art history. Virtual Reality, 28(1). https://doi.org/10.1007/s10055-023-00920-x
  • Chen, C.J. (2010). Theoretical bases for using virtual reality in education. Themes in Science and Technology Education, 2(1–2), 71-90.
  • Cheung, L. (2016). Using the addie model of instructional design to teach chest radiograph interpretation. Journal of Biomedical Education, 2016, 1-6. https://doi.org/10.1155/2016/9502572
  • Chtena, N. (2021). “Opening” Art History: Exploring the motivations and practices of faculty using open educational resources in lower-level and general education art history courses. Journal of Interactive Media in Education, 2021(1). https://doi.org/10.5334/jime.677
  • Çoruh, L. (2011). Assessment of the effectiveness of virtual reality applications in art history course as a learning model (An example of Erciyes University Architecture & Fine Arts faculties). [Unpublished doctoral dissertation]. University of Gazi.
  • Çoruh L., & Tepecik A., (2010, April 26-28) Assessment of the effectiveness of virtual reality applications in art history course as a learning model. Proceedings of the10th International Educational Technology Conference, Boğaziçi Ünviversitesi, İstanbul, (3), 1297-1031. https://www.iet-c.net/pubs
  • Duran, Z., & Toz, G. (Eds.). (2002). Tarihi Eserlerin Fotogrametrik Yöntemle 3D Modellenmesine Örnek. Selçuk Üniversitesi Jeodezi ve Fotogrametri Mühendisliği Öğretiminde 30. Yıl Sempozyumu, 16-18 October, Konya, Turkey.
  • Efe, P. (2007). Arkeolojik yerleşimlerin sayısal olarak modellenmesi ve etkileşimli sanal çevrede görselleştirme yöntemleri “Bodrum Pedesa örneği” [Unpublished MA thesis]. Graduate School of Science and Engineering, Yıldız Technical University, Istanbul.
  • Fang, M. J., Zheng, X. X., Hu, W. Q., & Shen, Y. (2011). On the ADDIE-based effective instructional design for higher education classrooms. Advanced Materials Research, 271–273, 1542–1547. https://doi.org/10.4028/www.scientific.net/amr.271-273.1542
  • Familoni, N. B. T., & Onyebuchi, N. N. C. (2024). Augmented and virtual reality in U.S. education: a review: analyzing the impact, effectiveness, and future prospects of AR/VR tools in enhancing learning experiences. International Journal of Applied Research in Social Sciences, 6(4), 642–663. https://doi.org/10.51594/ijarss.v6i4.1043
  • Franzwa, D. (1973). Influence of meaningfulness, pictural detail, and presentation mode on visual retention. Audio Visual Communication Review, 21(2), 209-223. https://doi.org/10.1007/bf02768949
  • Haryana, M. R. A., Warsono, S., Achjari, D., & Nahartyo, E. (2022). Virtual reality learning media with innovative learning materials to enhance individual learning outcomes based on cognitive load theory. The International Journal of Management Education, 20(3), 100657. https://doi.org/10.1016/j.ijme.2022.100657
  • Juliano, J. M., Schweighofer, N., & Liew, S. (2022). Increased cognitive load in immersive virtual reality during visuomotor adaptation is associated with decreased long-term retention and context transfer. Journal of Neuro Engineering and Rehabilitation, 19(1), 106. https://doi.org/10.1186/s12984-022-01084-6
  • Kharki, K. E., Berrada, K., & Burgos, D. (2021). Design and implementation of a virtual laboratory for physics subjects in Moroccan universities. Sustainability, 13(7), 3711. https://doi.org/10.3390/su13073711
  • Maggiordomo, A., Cignoni, P., & Tarini, M. (2021). Texture defragmentation for ohoto‐reconstructed 3d models. Computer Graphics Forum, 40(2), 65-78. https://doi.org/10.1111/cgf.142615
  • Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2024). How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade. Multimedia Tools and Applications, 83(6), 18185–18233. https://doi.org/10.1007/s11042-023-15986-7
  • Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2023). Virtual reality in education: a review of learning theories, approaches and methodologies for the last decade. Electronics, 12(13), 2832. https://doi.org/10.3390/electronics12132832
  • Mayer, R. E. (2001). A cognitive theory of multimedia learning. In: Multimedia Learning (pp. 41-62). Cambridge University Press.
  • Mayer, R. E. (2024). The past, present, and future of the cognitive theory of multimedia learning. Educational Psychology Review, 36(1). https://doi.org/10.1007/s10648-023-09842-1
  • Mohsen, M. A., & Alangari, T. S. (2023). Analyzing two decades of immersive technology research in education: trends, clusters, and future directions. Education and Information Technologies, 29, 3571-3587. https://doi.org/10.1007/s10639-023-11968-2
  • Pezzulo, G. (2007). Working memory. Technical Report, ISTC-CNR.
  • Poranne, R., Tarini, M., Huber, S., Panozzo, D., & Sorkine‐Hornung, O. (2017). Autocuts. ACM Transactions on Graphics, 36(6), 1-11. https://doi.org/10.1145/3130800.3130845
  • Reinbold, S. (2013). Using the ADDIE model in designing library instruction. Medical Reference Services Quarterly, 32(3), 244–256. https://doi.org/10.1080/02763869.2013.806859
  • Rogers, P. L. (2001). Designing instruction for technology enhanced learning. IRM Pres.
  • Roussou, M. (2001). Immersive interactive virtual reality in the museum. Foundation of the Hellenic World. https://www.academia.edu/635273/Immersive_interactive_virtual_reality_in_the_museum
  • Shiratuddin, M.F., & Thabet, W. (2002) Virtual office walkthrough using a 3D game engine special issue on designing virtual worlds. International Journal of Design Computing (IJDC), 4, 4. - References - Scientific Research Publishing. (n.d.). https://www.scirp.org/reference/ReferencesPapers?ReferenceID= 1746061
  • Spatioti, A. G., Kazanidis, I., & Pange, J. (2022). A comparative study of the ADDIE instructional design model in distance education. Information, 13(9), 402. https://doi.org/10.3390/info13090402
  • Suleymaniye Mosque inner yard 360 Panorama. (n.d.). 360Cities. https://www.360cities.net/image/suleymaniye-mosque-inner-yard-istanbul
  • Suleymaniye Mosque 360 Panorama. (n.d.). 360Cities. https://www.360cities.net/image/suleymaniye- mosque-istanbul
  • Sulisworo, D., Erviana, V. Y., & Robiin, B. (2024). Application of cognitive load theory in VR development and its ımpact on learning: a perspective on prior knowledge, learning interest, engagement, and content comprehension. JOIV International Journal on Informatics Visualization, 8(2), 874. https://doi.org/10.62527/joiv.8.2.2467
  • Sweller, J., Van Merriënboer, J. J. G., & Paas, F. (2019). Cognitive architecture and instructional design: 20 years later. Educational Psychology Review, 31(2), 261–292. https://doi.org/10.1007/s10648-019-09465-5
  • Tüzün, H. (2005). Dünya üzerine yayılmış çok-kullanıcılı çevrim-içi eğitsel bir bilgisayar oyununun teknik yapısı. Akademik Bilişim 2005, (02-04 February) Gaziantep, Turkey.
  • Tüzün, H. (2010). Dünya üzerine yayılmış çok-kullanıcılı çevrim-içi eğitsel bir bilgisayar oyununun teknik yapısı ve türkiye’de yaklaşımlar. In G. Telli-Yamamoto, U. Demiray, & M. Kesim (Eds.), Türkiye'de e-öğrenme: Gelişmeler ve uygulamalar (pp. 261-281). Cem Web Ofset.
  • Ülgen, A.S. (Çizen), Yenişehirlioğlu F., & Madran E. (Editörler). (1989). Mimar Sinan yapıları (katalog). Türk Tarih Kurumu Basımevi.

DESIGN AND DEVELOPMENT OF A NOVEL INSTRUCTIONAL MATERIAL FOR VIRTUAL REALITY BASED TEACHING FOR ART HISTORY COURSE

Year 2024, Volume: 38 Issue: 4, 812 - 839, 30.12.2024
https://doi.org/10.48070/erciyesakademi.1542839

Abstract

Art history classes can be challenging for students without an art history background. Recognizing these challenges is the first step to finding practical solutions. The integration of innovative digital technologies into art history classes is a creative way to discover novel delivery methods and could also help motivate students and enhance their learning. Virtual Reality (VR) visualizes abstract concepts and theories and allows students to virtually visit historical sites with a sense of presence. Research is focused on creating educational material with two different VR approaches, 3D animation, textual information, and photos for an undergraduate level Art History course on the Süleymaniye Mosque in Ottoman Religious Architecture. VR-integrated course material development needs well-designed multidisciplinary collaboration. A collective effort was needed to determine the competencies and digital technology-based delivery methods by experts in art history, architectural history, educational sciences, and graphic design disciplines. The educational material includes VR-based (6DOF) walk-through software and Quicktime VR-based (3DOF) panoramic photos, 3D animated narratives, and textual-photographic information about the building. Once materials were developed, they were demonstrated to a small group of teachers, research assistants and students in a VR technology-equipped classroom. The feedback from the participants showed that the instructional material was qualified to positively affect the students' level of interest, learning, and retention. This innovative approach has significant educational potential, however its realisation depends on tight collaboration between course teachers, educational specialists, designers and IT specialists, which is not always easy to access.

References

  • Akay, K. (2010). DirectX ile Oyun Programlama. (1st ed.). Pusula Yayıncılık.
  • Armougum, A., Orriols, E., Gaston-Bellegarde, A., Marle, C. J., & Piolino, P. (2019). Virtual reality: A new method to investigate cognitive load during navigation. Journal of Environmental Psychology, 65, 101338. https://doi.org/10.1016/j.jenvp.2019.101338
  • Baddeley, A. D., & Hitch, G. (1974). Working memory. In G.H. Bower (Ed.), The psychology of learning and motivation: Advances in research and theory (89) (pp. 47-89). Academic Press.
  • Cecotti, H., Huisinga, L., & Peláez, L. G. (2024). Fully immersive learning with virtual reality for assessing students in art history. Virtual Reality, 28(1). https://doi.org/10.1007/s10055-023-00920-x
  • Chen, C.J. (2010). Theoretical bases for using virtual reality in education. Themes in Science and Technology Education, 2(1–2), 71-90.
  • Cheung, L. (2016). Using the addie model of instructional design to teach chest radiograph interpretation. Journal of Biomedical Education, 2016, 1-6. https://doi.org/10.1155/2016/9502572
  • Chtena, N. (2021). “Opening” Art History: Exploring the motivations and practices of faculty using open educational resources in lower-level and general education art history courses. Journal of Interactive Media in Education, 2021(1). https://doi.org/10.5334/jime.677
  • Çoruh, L. (2011). Assessment of the effectiveness of virtual reality applications in art history course as a learning model (An example of Erciyes University Architecture & Fine Arts faculties). [Unpublished doctoral dissertation]. University of Gazi.
  • Çoruh L., & Tepecik A., (2010, April 26-28) Assessment of the effectiveness of virtual reality applications in art history course as a learning model. Proceedings of the10th International Educational Technology Conference, Boğaziçi Ünviversitesi, İstanbul, (3), 1297-1031. https://www.iet-c.net/pubs
  • Duran, Z., & Toz, G. (Eds.). (2002). Tarihi Eserlerin Fotogrametrik Yöntemle 3D Modellenmesine Örnek. Selçuk Üniversitesi Jeodezi ve Fotogrametri Mühendisliği Öğretiminde 30. Yıl Sempozyumu, 16-18 October, Konya, Turkey.
  • Efe, P. (2007). Arkeolojik yerleşimlerin sayısal olarak modellenmesi ve etkileşimli sanal çevrede görselleştirme yöntemleri “Bodrum Pedesa örneği” [Unpublished MA thesis]. Graduate School of Science and Engineering, Yıldız Technical University, Istanbul.
  • Fang, M. J., Zheng, X. X., Hu, W. Q., & Shen, Y. (2011). On the ADDIE-based effective instructional design for higher education classrooms. Advanced Materials Research, 271–273, 1542–1547. https://doi.org/10.4028/www.scientific.net/amr.271-273.1542
  • Familoni, N. B. T., & Onyebuchi, N. N. C. (2024). Augmented and virtual reality in U.S. education: a review: analyzing the impact, effectiveness, and future prospects of AR/VR tools in enhancing learning experiences. International Journal of Applied Research in Social Sciences, 6(4), 642–663. https://doi.org/10.51594/ijarss.v6i4.1043
  • Franzwa, D. (1973). Influence of meaningfulness, pictural detail, and presentation mode on visual retention. Audio Visual Communication Review, 21(2), 209-223. https://doi.org/10.1007/bf02768949
  • Haryana, M. R. A., Warsono, S., Achjari, D., & Nahartyo, E. (2022). Virtual reality learning media with innovative learning materials to enhance individual learning outcomes based on cognitive load theory. The International Journal of Management Education, 20(3), 100657. https://doi.org/10.1016/j.ijme.2022.100657
  • Juliano, J. M., Schweighofer, N., & Liew, S. (2022). Increased cognitive load in immersive virtual reality during visuomotor adaptation is associated with decreased long-term retention and context transfer. Journal of Neuro Engineering and Rehabilitation, 19(1), 106. https://doi.org/10.1186/s12984-022-01084-6
  • Kharki, K. E., Berrada, K., & Burgos, D. (2021). Design and implementation of a virtual laboratory for physics subjects in Moroccan universities. Sustainability, 13(7), 3711. https://doi.org/10.3390/su13073711
  • Maggiordomo, A., Cignoni, P., & Tarini, M. (2021). Texture defragmentation for ohoto‐reconstructed 3d models. Computer Graphics Forum, 40(2), 65-78. https://doi.org/10.1111/cgf.142615
  • Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2024). How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade. Multimedia Tools and Applications, 83(6), 18185–18233. https://doi.org/10.1007/s11042-023-15986-7
  • Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2023). Virtual reality in education: a review of learning theories, approaches and methodologies for the last decade. Electronics, 12(13), 2832. https://doi.org/10.3390/electronics12132832
  • Mayer, R. E. (2001). A cognitive theory of multimedia learning. In: Multimedia Learning (pp. 41-62). Cambridge University Press.
  • Mayer, R. E. (2024). The past, present, and future of the cognitive theory of multimedia learning. Educational Psychology Review, 36(1). https://doi.org/10.1007/s10648-023-09842-1
  • Mohsen, M. A., & Alangari, T. S. (2023). Analyzing two decades of immersive technology research in education: trends, clusters, and future directions. Education and Information Technologies, 29, 3571-3587. https://doi.org/10.1007/s10639-023-11968-2
  • Pezzulo, G. (2007). Working memory. Technical Report, ISTC-CNR.
  • Poranne, R., Tarini, M., Huber, S., Panozzo, D., & Sorkine‐Hornung, O. (2017). Autocuts. ACM Transactions on Graphics, 36(6), 1-11. https://doi.org/10.1145/3130800.3130845
  • Reinbold, S. (2013). Using the ADDIE model in designing library instruction. Medical Reference Services Quarterly, 32(3), 244–256. https://doi.org/10.1080/02763869.2013.806859
  • Rogers, P. L. (2001). Designing instruction for technology enhanced learning. IRM Pres.
  • Roussou, M. (2001). Immersive interactive virtual reality in the museum. Foundation of the Hellenic World. https://www.academia.edu/635273/Immersive_interactive_virtual_reality_in_the_museum
  • Shiratuddin, M.F., & Thabet, W. (2002) Virtual office walkthrough using a 3D game engine special issue on designing virtual worlds. International Journal of Design Computing (IJDC), 4, 4. - References - Scientific Research Publishing. (n.d.). https://www.scirp.org/reference/ReferencesPapers?ReferenceID= 1746061
  • Spatioti, A. G., Kazanidis, I., & Pange, J. (2022). A comparative study of the ADDIE instructional design model in distance education. Information, 13(9), 402. https://doi.org/10.3390/info13090402
  • Suleymaniye Mosque inner yard 360 Panorama. (n.d.). 360Cities. https://www.360cities.net/image/suleymaniye-mosque-inner-yard-istanbul
  • Suleymaniye Mosque 360 Panorama. (n.d.). 360Cities. https://www.360cities.net/image/suleymaniye- mosque-istanbul
  • Sulisworo, D., Erviana, V. Y., & Robiin, B. (2024). Application of cognitive load theory in VR development and its ımpact on learning: a perspective on prior knowledge, learning interest, engagement, and content comprehension. JOIV International Journal on Informatics Visualization, 8(2), 874. https://doi.org/10.62527/joiv.8.2.2467
  • Sweller, J., Van Merriënboer, J. J. G., & Paas, F. (2019). Cognitive architecture and instructional design: 20 years later. Educational Psychology Review, 31(2), 261–292. https://doi.org/10.1007/s10648-019-09465-5
  • Tüzün, H. (2005). Dünya üzerine yayılmış çok-kullanıcılı çevrim-içi eğitsel bir bilgisayar oyununun teknik yapısı. Akademik Bilişim 2005, (02-04 February) Gaziantep, Turkey.
  • Tüzün, H. (2010). Dünya üzerine yayılmış çok-kullanıcılı çevrim-içi eğitsel bir bilgisayar oyununun teknik yapısı ve türkiye’de yaklaşımlar. In G. Telli-Yamamoto, U. Demiray, & M. Kesim (Eds.), Türkiye'de e-öğrenme: Gelişmeler ve uygulamalar (pp. 261-281). Cem Web Ofset.
  • Ülgen, A.S. (Çizen), Yenişehirlioğlu F., & Madran E. (Editörler). (1989). Mimar Sinan yapıları (katalog). Türk Tarih Kurumu Basımevi.
There are 37 citations in total.

Details

Primary Language English
Subjects Visual Arts (Other)
Journal Section Articles
Authors

Levent Çoruh 0000-0002-9669-7185

Adnan Tepecik 0000-0002-5444-5967

Publication Date December 30, 2024
Submission Date September 3, 2024
Acceptance Date October 30, 2024
Published in Issue Year 2024 Volume: 38 Issue: 4

Cite

APA Çoruh, L., & Tepecik, A. (2024). DESIGN AND DEVELOPMENT OF A NOVEL INSTRUCTIONAL MATERIAL FOR VIRTUAL REALITY BASED TEACHING FOR ART HISTORY COURSE. Erciyes Akademi, 38(4), 812-839. https://doi.org/10.48070/erciyesakademi.1542839

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