The impact of virtual reality in design education
evidence, gaps, and opportunities from a systematic review
DOI:
https://doi.org/10.5935/cadernospos.v26n1p285-306Keywords:
Virtual reality, Design education, Product design, Immersive technologies, Adult teaching and learningAbstract
This article analyzes the impact of virtual reality (VR) in product design education through a systematic literature review (SLR). Structured by the PICO (Population, Intervention, Comparison, Outcome) framework, the research involved systematic searches across the Scopus, Web of Science, and SciELO databases. Results indicate a maturing research field, predominated by experimental studies comparing VR with traditional methods like hand sketching and CAD modeling. Evidence consistently shows a positive impact on student engagement and design competencies, particularly in spatial perception and conceptual design quality. Key measured variables include “usability and satisfaction”, “engagement and attitudes” and “performance and project quality”. This investigation concludes that VR is a viable and effective pedagogical intervention. However, significant knowledge gaps were identified: a strong geographical concentration of studies in Asia and Europe, with very limited research from the South American context, and a lack of investigation into long-term curricular integration beyond isolated tasks. Therefore, this study highlights the need for research contextualized to the Brazilian reality to support the creation of innovative pedagogical frameworks that effectively integrate VR tools into design curricula.
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