Abstract:
The current paradigm shifts in education, wherein learners are expected to acquire real-life problem solving skills scenarios and solve real-life problems presents a significant challenge in design learning institutions. Along with the escalating use of personal computers for visualization and the rapid development of computer image generation in real time, colleges, following the newest technological trends are seeking solutions to reach students through the senses of sight, hearing, and touch. The growing prevalence has given rise to technologies such as extended reality (XR), which includes augmented reality (AR), virtual reality (VR), and mixed reality (MR). Extended reality, as an integrated, hands-on learning tool, has the potential to play a unique role in addressing these educational challenges. It comprises a diverse set of technologies that span a spectrum from real-world surroundings to completely immersive virtual environments. This technology allows learners to get firsthand knowledge of things that are rare, remote, or simply not physical. The concept of virtualizing and enhancing realities through technology advances how learners can get actual experience by visualizing and interacting with the digital world which was previously not possible. Consequently, it can be efficiently used as a design learning tool to enhance the design classroom experience. The goal of this study is to integrate XR basics into existing design education curriculum for learners in art and design schools. This form of integration will help students acquire 21st-century abilities such as decision-making, problem-solving, lifelong learning, creation, innovation design and critical thinking. Using existing knowledge, the prospects of incorporating virtual reality, augmented reality, and mixed reality into higher education learning through experiential learning are explored in this study. In addition, the article will explore the growing demand for, and benefits of, extended reality in design learning, as well as the mechanisms by which these technologies might help accomplish design learning goals