Article Gold Open Access 2025

Design and evaluation of a problem-based learning VR module for apparel fit correction training

PLOS ONE
Journal · Vol. 20 · Issue 1 · Art. e0311587
Abstract

The increased adoption of three-dimensional (3D) digital prototyping software programs makes it necessary to train novice designers to use these programs efficiently. However, existing studies spanning from engineering to design education indicate that students feel incompetent in understanding 3D digital prototypes and navigating the software, so there is a need to find effective training methods. In the current study, training modules were developed to teach participants fit correction skills through an iterative problem-based learning (PBL) approach. A review of the literature was performed to develop the fit correction tasks and guide the module development process. Expert feedback was used to fine-tune the tasks and module interface. The current study explored the effects of PBL-based virtual reality (VR) training on learning how to correct two-dimensional (2D) apparel patterns to improve consequent 3D garment fit. Results indicated that the training module significantly improved spatial visualization and fit correction skills. Participants with higher apparel spatial visualization skills saw a higher improvement in fit correction skills because of the training. At lower spatial visualization skill levels, women saw a higher increase in apparel spatial visualization skills after the training than men but the difference between the learning outcomes across genders reduced when participants had higher spatial skills before training. These findings were supported by the results of qualitative data obtained through interviews. The participants found the PBL approach, immediate feedback, and aid in visualization through garment simulations beneficial for understanding the concepts. At the same time, they indicated that the training module could be used as a supplement to the traditional classroom but cannot replace the physical garment fitting practice. The findings of the study verified that PBL using virtual garment simulations can have a positive impact on learning outcomes and help identify the stage of education at which learners can be exposed to PBL. © 2025 Galada, Baytar. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

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Skill learning training adult female human male procedures Humans Article interview young adult controlled study Virtual reality human experiment normal human Problem based learning Problem-Based Learning simulation peripheral lymphocyte software
Author Affiliations
Department of Human Centered Design, Cornell University, Ithaca, NY, United States
Funding & Acknowledgements
National Science Foundation, NSF
Grant: 2048022
This material is based upon work partially supported by the National Science Foundation under Grant No. 2048022 to FB. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation. (http://www.nsf.gov/) The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript. We would like to thank Mr. Kevin Kim for his help with developing the training modules in virtual reality and Mr. Matt Thomas from Cornell University Statistical Unit for their guidance on data analysis.
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