Enhancing Landscape Architecture Construction Learning with Extended Reality (XR)
Comparing Interactive Virtual Reality (VR) with Traditional Learning Methods
Bibliographic Data
| ID | 22047620 |
|---|---|
| Authors | S Y Andalib (0000-0002-3440-9256, Texas Tech University), Muntazar Monsur (0000-0001-7218-8418, Texas Tech University, corresponding author), Cade Cook (Texas Tech University), Mike Lemon (Texas Tech University), Phillip Zawarus (0000-0003-4989-5434, University of Nevada, Las Vegas), Leehu Loon (Texas Tech University) |
| Year | 2025 |
| Volume | 15 |
| Issue | 8 |
| Pages | 992 |
| Publication date | 2025-08-04 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci15080992 |
| OpenAlex | W4413134043 |
| Language | EN |
| Citations received | 1 |
| References cited | 61 |
The application of extended reality (XR) in design education has grown substantially; however, empirical evidence on its educational benefits remains limited. This two-year study examines the impact of incorporating a virtual reality (VR) learning module into undergraduate landscape architecture (LA) construction courses, focusing on brick masonry instruction. A conventional learning sequence—lecture, sketching, CAD, and 3D modeling—was supplemented with an immersive VR experience developed using Unreal Engine 5 and deployed on Meta Quest devices. In Year 1, we piloted a preliminary version of the module with landscape architecture students (n = 15), and data on implementation feasibility and student perception were collected. In Year 2, we refined the learning module and implemented it with a new cohort (n = 16) using standardized VR evaluation metrics, knowledge retention tests, and self-efficacy surveys. The findings suggest that when sequenced after a theoretical introduction, VR serves as a pedagogical bridge between abstract construction principles and physical implementation. Moreover, the VR module enhanced student engagement and self-efficacy by offering experiential learning with immediate feedback. The findings highlight the need for intentional design, institutional support, and the continued development of tactile, collaborative simulations
Experiential learning · Human–computer interaction · Mathematics education · Multimedia · Virtual reality · Augmented Reality Applications · Computer Science · Psychology · Virtual Reality Applications and Impacts · Visual and Cognitive Learning Processes
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| Citations per year | 1 |
|---|---|
| Citation span | 2026 - 2026 (1) |
| Highly cited | No |