Comparative evaluation of VR-guided and conventional mural techniques: Towards scalable and inclusive creative skill development
Keywords:
VR-guided mural, comparative analysis, immersive learning, TVET, embodied cognition, digital transformationAbstract
This study presents a comparative evaluation of the VR-Guided Wall Mural (VRGWM) approach against two conventional mural production techniques, namely the grid method and projector-based tracing. Building on earlier studies that introduced and theoretically grounded VRGWM as a practice-based, theory-informed framework (Saaid et al., 2026A, 2026B), this paper extends the discussion through a structured comparative analysis based on nine explicit criteria: sketching speed, skill requirement, accuracy, scalability, accessibility, collaboration, cost, environmental dependency, and pedagogical value. Using a conceptual, demonstration-based approach informed by prior implementation evidence and the extant literature, the study develops an operationalised comparative matrix that qualitatively benchmarks VRGWM against the two established techniques. The analysis indicates that VRGWM offers distinct advantages in spatial-cognition support, execution speed, and inclusivity, particularly among non-professional participants, whereas conventional methods retain strengths in collaborative execution and cost efficiency but remain constrained by technical-skill dependency and environmental sensitivity. By situating VRGWM within embodied cognition and experiential learning theory, this study clarifies the mechanisms through which immersive guidance may lower barriers to mural skill acquisition, while explicitly acknowledging the limitations of single-user hardware dependency and unvalidated qualitative ratings. The resulting comparative matrix provides an empirically testable foundation for future quantitative studies and contributes a structured, replicable basis for positioning VRGWM within TVET and digital transformation agendas.










