Publication:
Qualitative dimensions of technology-mediated reflective learning: the case of VR experience of psychosis

Placeholder

Organizational Units

Program

KU Authors

Co-Authors

Advisor

Publication Date

Language

English

Journal Title

Journal ISSN

Volume Title

Abstract

Self-reflection is evaluation of one’s inferential processes often triggered by complex social and emotional experiences, characterized by their ambiguity and unpredictability, pushing one to re-interpret the experience, and update existing knowledge. Using immersive Virtual Reality (VR), we aimed to support social and emotional learning (SEL) through reflection in psychology education. We used the case of psychosis as it involves ambiguous perceptual experiences. With a codesign workshop, we designed a VR prototype that simulates the perceptual, cognitive, affective, and social elements of psychotic experiences, followed by a user-study with psychology students to evaluate the potential of this technology to support reflection. Our analyses suggested that technology-mediated reflection in SEL involves two dimensions: spontaneous perspective-taking and shared state of affect. By exploring the subjective qualities of reflection with the said dimensions, our work contributes to the literature on technology-supported learning and VR developers designing for reflection.

Description

Source:

Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST

Publisher:

Association for Computing Machinery

Keywords:

Subject

Virtual reality

Citation

Endorsement

Review

Supplemented By

Referenced By

Copy Rights Note

1

Views

0

Downloads

View PlumX Details