Improving Pedagogy of Product Design Education in India through Augmented Reality

Main Article Content

Shoeb Iqbal Khan
Suman Pandey

Abstract

Augmented Reality (AR) is a powerful tool that is progressively perceived as the effective tool in augmenting the visualisation and encouraging creative investigation in design education. The current study examines how the use of AR-based instructions impact core skills required to design products including spatial visualisation, creativity, engagement, and iterative behaviour in designing products. The mixed-methods design was applied, which involved the combination of the findings through the existing AR research and a simulated dataset with one hundred design students, which were adjusted in accordance with the patterns that were empirically described. Results show significant advancements of the spatial reasoning abilities, creative performance and clarity of thoughts, after exposure to AR, in the form of measured performance measures. Analyses of behaviour also establish the existence of a strong positive relationship between ideation depth and student engagement indicating that AR supports more exploratory and iterative design behavior. Advanced statistics tests such as a correlation heatmap and distribution shift analysis provide insight into how AR improves a variety of cognitive and behavioural variables simultaneously and that AR reduces performance gaps among learners. Together, these findings contribute to the thesis statement that AR is a significant pedagogic enhancement to the education of product design, especially in resource-rich resources of such a location as India. Although the further validation in the classroom is recommended, the presented research provides resounding proof that the implementation of AR into design-related teaching programs can significantly improve the quality of learning and create a more stimulating, fairer learning environment..

Article Details

How to Cite
Khan, S. I., & Pandey, S. (2026). Improving Pedagogy of Product Design Education in India through Augmented Reality. CINEFORUM, 66(S6), 320–331. https://doi.org/10.66669/cineforum.v66iS6.1607
Section
Original Articles

References

Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133–149.

Çakir, R., & Korkmaz, Ö. (2019). The effectiveness of augmented reality environments on spatial abilities in education. Interactive Learning Environments, 27(7), 977–989. https://doi.org/10.1080/10494820.2018.1504303

Fonseca, D., Redondo, E., & Valls, F. (2014). Motivational impact of augmented reality-based learning modules in engineering graphics. Computers in Education Journal, 24(3), 1–15.

Garzón, J., & Acevedo, J. (2019). Meta-analysis of the impact of augmented reality on students’ learning gains. Educational Research Review, 27, 244–260. https://doi.org/10.1016/j.edurev.2019.04.001

Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow and learning outcomes. Computers & Education, 71, 1–13. https://doi.org/10.1016/j.compedu.2013.09.004

Lindgren, R., & Johnson-Glenberg, M. (2013). Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality. Educational Researcher, 42(8), 445–452. https://doi.org/10.3102/0013189X13511661

Lu, S., Zhu, Y., & Zhong, Y. (2020). Augmented reality in product design education: Enhancing student creativity and visualization. International Journal of Technology and Design Education, 30(4), 1015–1032. https://doi.org/10.1007/s10798-019-09521-w

Radu, I. (2014). Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18(6), 1533–1543. https://doi.org/10.1007/s00779-013-0747-y

Redondo, E., Fonseca, D., Sánchez, A., & Navarro, I. (2019). Augmented reality to improve spatial ability. Applied Sciences, 9(16), 1–20. https://doi.org/10.3390/app9163384

Wang, X., Kim, M. J., Love, P. E. D., & Kang, S. C. (2020). Augmented reality in the built environment: Classification and implications for future research. Automation in Construction, 96, 432–440. https://doi.org/10.1016/j.autcon.2018.10.032

Wu, H.-K., Lee, S. W.-Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities, and challenges of augmented reality in education. Computers & Education, 62, 41–49. https://doi.org/10.1016/j.compedu.2012.10.024

Yuen, S. C.-Y., Yaoyuneyong, G., & Johnson, E. (2011). Augaugmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4(1), 119–140.

Huang, T.-C., Chen, C.-C., & Chou, Y.-W. (2016). Animation-based and augmented reality-based learning effects on mathematics achievement. Interactive Learning Environments, 24(8), 1881–1895. https://doi.org/10.1080/10494820.2015.1057747

Chen, P., Liu, X., Cheng, W., & Huang, R. (2017). A review of using Augmented Reality in Education from 2011 to 2016. Innovations in Smart Learning, 13–18. https://doi.org/10.1007/978-981-10-2419-1_2

Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002

Kwon, S., & Lee, J. (2019). Exploring design creativity using mixed reality tools in product design education. Design Studies, 65, 59–79. https://doi.org/10.1016/j.destud.2019.10.002

Rauschnabel, P. A., Felix, R., & Hinsch, C. (2019). Augmented reality marketing: How mobile AR apps can improve brand engagement. Journal of Retailing and Consumer Services, 49, 43–53. https://doi.org/10.1016/j.jretconser.2019.03.004

Shelton, B. E., & Hedley, N. R. (2002). Using augmented reality for teaching Earth-Sun relationships to undergraduate geography students. Proceedings of the International Symposium on Mixed and Augmented Reality, 180–189. https://doi.org/10.1109/ISMAR.2002.1115094

Santos, M. E. C., Chen, A., & Taketomi, T. (2014). Augmented reality learning experiences: Survey and classification. Computers & Graphics, 54, 55–68. https://doi.org/10.1016/j.cag.2015.07.001

Zhu, E., & Hadadgar, A. (2014). Augmented reality in healthcare education: A systematic review. Medical Education, 48(3), 292–298. https://doi.org/10.1111/medu.12358

Furió, D., Juan, M.-C., Seguí, I., & Vivó, R. (2015). Mobile learning vs. traditional classroom lessons: A comparative study with AR applications. Computers & Education, 80, 1–15. https://doi.org/10.1016/j.compedu.2014.08.005

Solak, E., & Cakir, R. (2015). Exploring the effect of augmented reality on English language learning. Educational Research and Reviews, 10(14), 1859–1866. https://doi.org/10.5897/ERR2015.2297

Lee, K. (2012). Augmented Reality in education and training. TechTrends, 56(2), 13–21. https://doi.org/10.1007/s11528-012-0559-3

Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in education – Cases, places and potentials. Educational Media International, 51(1), 1–15. https://doi.org/10.1080/09523987.2014.889400

Sirakaya, M., & Alsancak-Sirakaya, D. (2018). The effect of augmented reality use on learning performance: A meta-analysis. Educational Research Review, 28, 1–18. https://doi.org/10.1016/j.edurev.2018.03.002

Cheng, K.-H., & Tsai, C.-C. (2018). Affordances of Augmented Reality in science learning: Suggestions for future research. Journal of Science Education and Technology, 27(5), 595–608. https://doi.org/10.1007/s10956-018-9739-1

Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002