Application of Virtual Reality Platforms in Teaching Art Disciplines as a Factor of Creative Development

Authors

  • Ihor Kostenko Mykhailo Boichuk Kyiv State Academy of Decorative Applied Arts and Design, Department of Graphic Design. Kyiv, Ukraine Author https://orcid.org/0009-0006-3846-462X
  • Viktoriia Mulkokhainen Kyiv University of Culture, Department of Design, Advertising and IT. Kyiv, Ukraine Author https://orcid.org/0000-0002-3455-6942
  • Rufina Dobrovolska Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University, Faculty of Arts and Art-Educational Technologies, Vitalii Hazinskyi Department of Vocal and Choral Training, Theory and Methodology of Music Education, Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University. Vinnytsia, Ukraine Author https://orcid.org/0000-0002-1414-8861
  • Tetiana Zavadska Mykhailo Dragomanov Ukrainian State University, Faculty of Music Arts, Department of Piano Performance and Art Pedagogy. Kyiv, Ukraine Author https://orcid.org/0000-0003-4805-5142
  • Iryna Kodenko Kharkiv I. P. Kotlyarevsky National University of Arts, Department of Solo Singing and Opera Training. Kharkiv, Ukraine Author https://orcid.org/0000-0003-3579-2709

DOI:

https://doi.org/10.56294/mr2025150

Keywords:

Art education, Musical art, Artificial intelligence, Creativity, Student activity

Abstract

Introduction: the article examines the importance and effectiveness of applying VR tools in teaching design and music. It emphasizes the positive influence of VR on the development of creative thinking, visualization ability, and an experimental approach among students in the Ukrainian specialty B2 "Design" and students in music programs.
Methods: a cross-group experimental design was employed to monitor changes in students’ creative abilities under varying learning conditions.
Results: fndings from a survey of 60 students across two academic groups are presented; most expressed a positive attitude toward VR as a tool for developing professional skills. The key advantages of introducing VR into art education are outlined, including increased motivation, individualized learning, and the ability to create complex creative environments. At the same time, ethical, technical, and social issues related to the use of VR and artificial intelligence are acknowledged.
Conclusion: the study concludes that modern digital technologies should be integrated with traditional forms of creativity to build a purposeful and balanced learning environment.

 

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Published

2025-09-06

How to Cite

1.
Kostenko I, Mulkokhainen V, Dobrovolska R, Zavadska T, Kodenko I. Application of Virtual Reality Platforms in Teaching Art Disciplines as a Factor of Creative Development. Metaverse Basic and Applied Research [Internet]. 2025 Sep. 6 [cited 2025 Sep. 13];4:150. Available from: https://mr.ageditor.ar/index.php/mr/article/view/150