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

dc.contributor.departmentDepartment of Psychology
dc.contributor.departmentDepartment of Psychology
dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.departmentN/A
dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.departmentN/A
dc.contributor.departmentN/A
dc.contributor.departmentDepartment of Psychology
dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.kuauthorEskenazi, Terry
dc.contributor.kuauthorGünay, Aslı
dc.contributor.kuauthorYantaç, Asım Evren
dc.contributor.kuauthorVatansever, Ali
dc.contributor.kuauthorŞemsioğlu, Sinem
dc.contributor.kuauthorGürkan, Onur
dc.contributor.kuauthorAkbaş, Saliha
dc.contributor.kuauthorKuşçu, Kemal
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofileTeaching Faculty
dc.contributor.kuprofilePhD Student
dc.contributor.kuprofileResearcher
dc.contributor.kuprofilePhD Student
dc.contributor.kuprofileOther
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteGraduate School of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteGraduate School of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteGraduade School of Social Sciences and Humanities
dc.contributor.yokid258780
dc.contributor.yokid222027
dc.contributor.yokid150162
dc.contributor.yokid52621
dc.contributor.yokid121209
dc.contributor.yokidN/A
dc.contributor.yokidN/A
dc.contributor.yokidN/A
dc.contributor.yokidN/A
dc.date.accessioned2024-11-10T00:09:15Z
dc.date.issued2021
dc.description.abstractSelf-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.
dc.description.indexedbyScopus
dc.description.indexedbyWoS
dc.description.openaccessYES
dc.description.publisherscopeInternational
dc.identifier.doi10.1145/3489849.3489869
dc.identifier.isbn9781-4503-9092-7
dc.identifier.linkhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85121423531&doi=10.1145%2f3489849.3489869&partnerID=40&md5=5be4cde4043f3b2c8f4adb8d630e07c8
dc.identifier.scopus2-s2.0-85121423531
dc.identifier.urihttps://dx.doi.org/10.1145/3489849.3489869
dc.identifier.urihttps://hdl.handle.net/20.500.14288/17086
dc.identifier.wos1118909800019
dc.keywordsAmbiguous design
dc.keywordsExperiential learning
dc.keywordsReflection
dc.keywordsVirtual reality
dc.keywordsAmbiguous design
dc.keywordsEmotional experiences
dc.keywordsEmotional learning
dc.keywordsExperiential learning
dc.keywordsImmersive virtual reality
dc.keywordsIS evaluations
dc.keywordsReflective learning
dc.keywordsSelf reflection
dc.keywordsSocial learning
dc.keywordsVirtual reality experiences
dc.keywordsE-learning
dc.languageEnglish
dc.publisherAssociation for Computing Machinery
dc.sourceProceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
dc.subjectVirtual reality
dc.titleQualitative dimensions of technology-mediated reflective learning: the case of VR experience of psychosis
dc.typeConference proceeding
dspace.entity.typePublication
local.contributor.authorid0000-0001-6777-0753
local.contributor.authorid0000-0003-3507-1290
local.contributor.authorid0000-0002-5261-5889
local.contributor.authorid0000-0002-3610-4712
local.contributor.authorid0000-0001-6134-2483
local.contributor.authoridN/A
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local.contributor.authoridN/A
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local.contributor.kuauthorEskenazi, Terry
local.contributor.kuauthorErdem, Gizem
local.contributor.kuauthorGünay, Aslı
local.contributor.kuauthorYantaç, Asım Evren
local.contributor.kuauthorVatansever, Ali
local.contributor.kuauthorŞemsioğlu, Sinem
local.contributor.kuauthorGürkan, Onur
local.contributor.kuauthorAkbaş, Saliha
local.contributor.kuauthorKuşçu, Kemal
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relation.isOrgUnitOfPublication.latestForDiscovery483fa792-2b89-4020-9073-eb4f497ee3fd

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