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Technology 4 Learning

Technology 4 Learning

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Immersive Virtual Reality (IVR) for digital art

Female student using VR

Student engagement, art and technology

The latest research undertaken by stem.T4L explores a case study which unpacks the relationship between girls’ STEM engagement with the Immersive Virtual Reality Kit and digital art at Blacktown Girls High School.

Read the latest research report from stem.T4L

The stem.T4L report explores girls’ engagement with the Immersive Virtual Reality kit, implemented in an after-school art Masterclass at Blacktown Girls High School. It is now available online. 

What’s the relationship between technology and art?

The deep research in the report reveals that not only was the art Masterclass an artistic success, but that further tangible positive outcomes were uncovered. Students who participated in the Masterclass reported having deeper understandings of the role and importance of technology, learned to appreciate the various possibilities that technology offered for creating art, and demonstrated on-going collaboration and teamwork. In this report, we tell stories of determination, group work, and self-directed learning enhanced by students’ access to IVR technology.

Learn more

Read the report to learn more about the stories of determination, problem-solving, collaborative group work, and self-directed learning enhanced by students’ access to IVR technology.

Read the report now