The impact of virtual environment on creativity in art and design education (Second Life example)


Institution Of The Thesis: Gazi University, Turkey

Approval Date: 2018

Thesis Language: Turkish

Student: Sevda Ceylan Dadakoğlu

Consultant: ŞENİZ AKSOY

Abstract:

The aim of this research is to demonstrate the impact of Second Life on creativity in art and design education. In this research, 'Mixed Research Method', in which qualitative and quantitative research methods are used together, has been applied. The qualitative and quantitative data of the triangulation design used in the study were analyzed separately but reported together. The quantitative dimension of the research method generated data and findings from Rubrics and semi experimental method with" Single group Pre-test - Final test method"and quantitative observation form. In data sources, data obtained by different methods such as diversification interview, observation and document analysis are used to confirm each other. The study group of this study is 16 students. For the qualitative part of this study, "Typical case sample" was used for the purposeful sampling methods. As a result of the research; 1-The implementation of the Second Life method has resulted in an increase in knowledge levels of participating students in virtual worlds. It is seen that the application of the Second Life method developed the mental skills of the participating students in the direction of three dimensional thinking. 2- It has been observed that educational attitudes in virtual worlds changed positively after Second Life application. Participant students came to the conclusion that the Second Life virtual environment would have a positive effect on the application skills, and they touched on the positive effect of the Second Life method on learning process. Participant students seem to have established a strong relationship between technology, virtual environment and creativity. As a result, the result of this method is that it has developed the learning process in a positive way. Participating students have expressed numerous views on the creativity of the implementation of the Second Life method. Most participants say the Second Life method has improved the creativity of the student. The Second Life virtual environment has been seen as a good environment for collaborative ix learning. It has been seen that playing games has a positive effect on learning environments. 3- It has been observed that the most powerful aspect of the Second Life method is the development of 3D thinking and designing skills. 4- It has been concluded that the first learning phase of learning to build about the Second Life method is the most challenging part. It has been deduced that Second Life method is a costly method, and it is necessary to prepare necessary infrastructure by the related faculties to apply in art and design education.Participants are more likely to be challenged by technical issues. The removal of technical problems is taking us to the conclusion that the Second Life method may be more applicable. The application of the Second Life method has been achieved as a result of positively influencing the artistic development of participating students. It has been observed that the level of creativity of the participants during the implementation process of the Second Life method is improving positively. According to the analysis made on the sum of the observation form scores, it has been revealed that the students are "successful" when the general basis is taken. As a result, the application of the Second Life method seems to have improved the learning process and creativity. It has been observed that students can discover, develop and transform knowledge in a creative way using the internet, smartphones, computers, downloaded applications or different digital materials. As a result, it is revealed that the education made in the virtual environment affects the creativity positively. 5- The superiority of the "highly successful" segment was observed when the creativity of the students was graded according to the designs obtained by applying the Second Life method. In this context, it was concluded that the effect of the application of Second Life method in art and design education on the creativity was positive. It shows that the creativity levels of the design work obtained by applying the Second Life method are high because most of the participants are in the "Highly successful" group, and none of them are in "needs to be highly improved" group. Thus, the application of the Second Life method in art and design education has been shown to improve creativity. According to the evaluations of the researcher, the average of participants' Knowledge and Perception Capacity, Technical Skills and Design Points total has a "fairly successful" average. As a result, it was observed that students' perception and application skills developed after Second Life application. The following suggestions are the result of the research; in art and design education it is accepted that the use of Second Life in Turkey is a favourable environment for the next generations named as "digital native". 3D virtual worlds have the potential to make a major contribution to design education as learning environments. As a result of this research, it is proposed that 3D online virtual environments can be used for art and design education. In art and design education, it is suggested to use Second Life as a training method in three dimensional virtual environments. It is suggested that Second Life application can be taught as a teaching method provided that the internet speed and quota is high in the educational institution to be applied. Turkish resources for designers and users about the use of 3D virtual environments should be provided, developed and opened for use. Second Life curriculum should be prepared. Trainers must be trained to be able to apply Second Life. Steam applications should be included in Second Life, and projects should be developed in this regard. It should be applied as a workshop of Second Life method in science art centers. It is suggested that Second Life can be considered as an educational environment for arts and designer educators.