3.4.2. Experimental procedure
According to the teaching scheme, groups of 4e5 students worked together, so that four designs were produced by each class. In order to
keep the equivalence of the experiment, all students in these two classes study the 3D modelling software that is needed for a creative
design course, relevant knowledge of interior layout, and experience the complete creative design process based on the arrangement of
general technology in the creative design course (including discovery and definition, developing the design, modelling, evaluation, and
optimization) (http://www.rbloc.cn/). The design process is implemented in six steps: (1) Design case: Analyse the creative design cases of
interior layout, learn the assessment method of creativity and establish their own design planning. (2) 3D modelling study: Learn the 3D
modelling software and relevant creative skills. (3) Research-based learning: Study the furniture and interior decoration layout cases using
self-directed study, and then collect their own creative design materials. (4) Discussion and design: Make use of brainstorm to discuss design
planning. (5) Design implementation: Complete the final creative design output. (6) Expression and communication: Express and exchange
creative thinking, optimizing and improving the final creative output. Thus, “discovery and definition” falls under steps (1), (2), and (3), and
“developing the design” and “modelling” come under steps (4) and (5), respectively. Step (6) is the “evaluation and optimization” phase.
Students in T1 were taught the creative design process in the traditional manner, namely using PPT to explain the relevant knowledge and
skills in steps (1) and (2), and applying 3D modelling software to complete steps (3)e(6). The students in T2 adopted the newly developed
teaching scheme using AR technology, as shown in Fig. 1. A questionnaire examined whether the students had used or learnt the 3D
modelling software and game engine to ensure the consistency of knowledge before entering the curriculum. After the scheme, both groups
were tested on their creative design learning motivation, teaching effects, and creativity of the output.