Bringing art to life - Vr tilt brush
- jlpriest
- Oct 18, 2020
- 3 min read
As the global pandemic continues, education is the one sector that is suffering the most. With schools either closed or virtual, learning has changed. Virtual learning is a good substitute for some classes and is good on a temporary base for others. But classes that require labs, hands on experience, these are the classes that suffer.
This generation of students have never experienced life without computers or some smart devices at their beckoning. They have not experienced life without google or YouTube. The evolution of technology has influenced this generation’s perspective on life. Compared to the pedagogy in education, the evolution of technology far surpasses the traditional pedagogy in education. Teachers that use technological pedagogy are the ones that have evolved differently to fully engage today's generation. As gaming is the outlet that students engage in for entertainment, now education is the second focus for the VR industry. (Gossett, 2020)
Why gaming?
“Gameful learning” (Educare, 2014) is a pedagogy that not only motivates students and increase their engagement, but can help to develop problem solving skills, hands on skills and social skills, as their knowledge base is broadened. As students are challenged to keep attempting the game until a goal is reached, where in a traditional setting, if a student does not succeed the tendency is to quit. Gaming allows students to demonstrate competency in a familiar way rather than traditional grading systems.
Why VR?
Virtual Reality immerses students into a visual alternate reality of what a teacher is teaching. VR gives teachers and students a more engaging learning environment that the traditional desk in classrooms. It has been proven that VR, when used in education, can improve learning retention by 60% verses a traditional classroom environment (Circuitstream, 2020). When engagement is improved, students not only retain the information, but the retention is for a longer time also. With social virtual reality software, students can be in a virtual classroom and collaborate as if they were in a physical classroom (Gossett, S., 2020). For example, the company Doghead has partnered with Full Sail the software rumii, which is an online course work for Full Sail’s game studies program. Depending on the discipline, and what the target learning goal is, software is available for many different learning environments for students to experience.
VR in Visual Art
With a plethora of topics that are offered, all teachers can find programs for their class. As for my focus, I want to look at visual art classed. With a focus on the evolution from a paintbrush and canvas to digital 3d art. Being able to walk through your painting, brings a painting to life, adds a depth to a student’s creativity. Understanding layering of textures and how that can create depth, enables students to achieve a deeper level of learning. As there are several tools on the market, the Tilt brush is one that was the first to introduce this idea. With new updates, there are brushes that have animation, not to be confused with animation software, but more of creating a living painting.
Student motivation
As art students tap into previous skills, deeper learning is being achieved as they are literally walking through their painting. By being immersed in their artwork, students have a higher level of satisfaction in reaching their goal than in a tradition setting. VR allows students on different learning levels to achieve the same emotional response to the lesson than in a tradition setting (LARMAND, A., 2020), in a world that literally is their own.
Reiser Robert A.. Trends and Issues in Instructional Design and Technology (2-downloads) (What's New in Ed Psych / Tests & Measurements) (p. 81). Pearson Education. Kindle Edition.
Gossett, S. (2020, April 15). VIRTUAL REALITY IN EDUCATION: AN OVERVIEW. Built In. https://builtin.com/edtech/virtual-reality-in-education
7 Things You Should Know About Games and Learning. (2014, March 11). Educause. https://library.educause.edu/resources/2014/3/7-things-you-should-know-about-games-and-learning
Vr and AR in Education: The future of online learning. (2020, March 30). CircuitStream. https://circuitstream.com/blog/vr-in-education/
LARMAND, A. (2020, February 20). Using Virtual Reality in Education. Eduporium. https://www.eduporium.com/store/blog/eduporium-weekly-ar-and-vr-in-education/

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