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European Conference on Games Based Learning (ECGBL)
This pilot study examines whether narrative-driven immersive virtual reality can enhance engagement and understanding of avant-garde art among Generation Z secondary students, particularly within rapid-survey high school curricula that must cover roughly a century of artistic movements in a few class sessions. The authors argue that conventional lectures and video materials struggle to hold the attention of learners accustomed to brief, visually rich content, and that modular VR units, paired with pre- and post-immersion activities, can channel these digital habits toward structured learning. The work is grounded in literature on Generation Z attention spans and VR-based art education, and it proposes a curriculum framework aligned with Kolb's experiential learning theory and Csikszentmihalyi's flow model.
The empirical component involved 32 secondary school graduates aged 18 to 19 in September 2023, divided into two groups that each experienced one of two VR episodes: one on Georges Seurat's A Sunday on La Grande Jatte and one on Artemisia Gentileschi's Self Portrait as Saint Catherine of Alexandria. Baseline recognition was minimal, with only one participant identifying Seurat's work and none recognizing Gentileschi. After the sessions, 28 of 32 participants (87.5%) expressed interest in exploring the alternate episode, and focus group discussions indicated improved contextual understanding of the artworks and movements. The mixed-methods design combined recognition rates with thematic analysis of transcripts, though the small, single-cohort sample limits generalizability.
The authors conclude that immersive VR can convert Generation Z's screen habits into focused, meaningful art learning, while acknowledging constraints such as hardware access, faculty training, and the need for software tailored to curricular goals. They recommend further evaluation using quantitative engagement metrics and iterative refinement of module design and pacing.
European Conference on Games Based Learning (ECGBL) · 2024