The purpose of this study is to determine whether and how the use of video-based learning resources by architecture students contributes to the development of high-order cognitive abilities in light of Bloom’s revised taxonomy, as well as how satisfied these students are with this integration into their coursework. Convenience sampling was used to recruit participants who completed a two-phase questionnaire (n = 52) and focus-group interviews (n = 16). This study provided empirical evidence of the advantages of this integration in establishing a student-centered atmosphere, and as a cost-effective, accessible, and sustainable strategy for enhancing blended learning in the field of architectural history. Nonetheless, the examination of the narratives suggests that this strategy primarily nurtures low-order cognitive abilities. To maximize the potential of this pedagogical strategy to improve student learning outcomes, educators must develop curricula that nurture high-order thinking using Bloom’s taxonomy taking into consideration the characteristics of each discipline. Learning activities should go beyond memorization and recall of facts, allowing students to apply, analyze, synthesize, and evaluate their knowledge, as well as consider concepts from multiple perspectives.
The purpose of this study is to determine the significance of incorporating virtual reality (VR) technology as an additional learning aid in the delivery of architectural theory modules. The aim is to expand students’ horizons by utilizing VR as an immersive blended learning resource, particularly after the COVID-19 epidemic pandemic and the emergent need for new ways of delivering higher education. Empirical samples were drawn from a group of participating students in the History of Architecture module. This study adopted a mixed-methods approach comprising a quantitative inquiry (n = 60), which was complemented by a qualitative focus group discussion (n = 15). For the quantitative inquiry, three activities created virtual environments for three instances of Christian churches and cathedrals from the History of Christian Architecture: Hagia Sofia Cathedral, Notre Dame Cathedral, and Santa Maria del Fiore Cathedral. This was conducted during a 13-week teaching semester, with two groups of students voluntarily taking part in each activity: a VR group and a non-VR group. Following each activity, both groups responded to the same set of questions in order to assess the impact of using VR technologies on students’ cognitive and analytical understanding of the related building. A focus group was formed with the participating students to enhance their understanding of the results of the quantitative inquiry. The findings of the research show an increase in student learning experience and knowledge recollection when using VR in comparison to conventional teaching methods. The findings emphasize the role of digital technologies in enhancing students’ learning experiences, in particular, as a tool for sustainable approaches to teaching. This research expands knowledge and understanding about the use of VR in the History of Architecture pedagogy by examining its effectiveness as a medium of instruction. Furthermore, this study provides recommendations for adopting and incorporating new technologies in higher education for a better learning environment.
27 January 2026 in Assessment & Evaluation in Higher Education