  Architectural Education faces limitations due to its tactile approach to
learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual
reality provides a potential for delivering more information to individuals
undergoing design learning. This paper investigates a hypothesis establishing
grounds towards a new research in Building Information Modeling (BIM) and
Virtual Reality (VR). The hypothesis is projected to determine best practices
for content creation and tactile object virtual interaction, which potentially
can improve learning in architectural & construction education with a less
costly approach and ease of access to well-known buildings. We explored this
hypothesis in a step-by-step game design demonstration in VR, by showcasing the
exploration of the Farnsworth House and reproducing assemblage of the same with
different game levels of difficulty which correspond with varying BIM levels of
development (LODs). The game design prototype equally provides an entry way and
learning style for users with or without a formal architectural or construction
education seeking to understand design tectonics within diverse or
cross-disciplinary study cases. This paper shows that developing geometric
abstract concepts of design pedagogy, using varying LODs for game content and
levels, while utilizing newly developed features such as snap-to-grid,
snap-to-position and snap-to-angle to improve user engagement during assemblage
may provide deeper learning objectives for architectural precedent study.
