{"title":"Examining apparel design students’ self-efficacy towards using virtual reality in the design process","authors":"A. Binhajib, E. McKinney, R. Eike","doi":"10.1080/17543266.2022.2140362","DOIUrl":null,"url":null,"abstract":"ABSTRACT Virtual reality (VR) is an emerging technology in garment design that has demonstrated promising student achievement results (Wyss et al., 2014 [Cotton Island: Students’ learning motivation using a virtual world. Decision Sciences Journal of Innovative Education, 12(3), 219–232]). When educators and institutions adopt new technologies, they need to consider how the unfamiliar technology will affect student’s self-efficacy levels and to design lesson plans accordingly. Therefore, the purpose of this initial study is to examine students’ self-efficacy levels toward the adoption of VR as a design sketching tool. A multiple case study design was employed in this study. Eight undergraduate Apparel Design students enrolled in an Apparel Design course constituted the sample. Data were collected using a self-efficacy scale, and open-ended questions. The data examined levels of self-efficacy in VR use as well as factors that impacted those levels. The findings failed to show differences among factors that influence students’ self-efficacy in VR usage at each self-efficacy level. Based on the findings, research propositions were confirmed or modified, or were additionally proposed.","PeriodicalId":39443,"journal":{"name":"International Journal of Fashion Design, Technology and Education","volume":"14 1","pages":"175 - 185"},"PeriodicalIF":1.9000,"publicationDate":"2022-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Fashion Design, Technology and Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/17543266.2022.2140362","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0
Abstract
ABSTRACT Virtual reality (VR) is an emerging technology in garment design that has demonstrated promising student achievement results (Wyss et al., 2014 [Cotton Island: Students’ learning motivation using a virtual world. Decision Sciences Journal of Innovative Education, 12(3), 219–232]). When educators and institutions adopt new technologies, they need to consider how the unfamiliar technology will affect student’s self-efficacy levels and to design lesson plans accordingly. Therefore, the purpose of this initial study is to examine students’ self-efficacy levels toward the adoption of VR as a design sketching tool. A multiple case study design was employed in this study. Eight undergraduate Apparel Design students enrolled in an Apparel Design course constituted the sample. Data were collected using a self-efficacy scale, and open-ended questions. The data examined levels of self-efficacy in VR use as well as factors that impacted those levels. The findings failed to show differences among factors that influence students’ self-efficacy in VR usage at each self-efficacy level. Based on the findings, research propositions were confirmed or modified, or were additionally proposed.