Qualitative Dimensions of Technology-Mediated Reflective Learning: The Case of VR Experience of Psychosis

Saliha Abbas, Kemal Kuscu, Asim Evren Yantac, Gizem Erdem, Sinem Semsioglu, Onur Gurkan, Asli Gunay, Ali Vatansever, Terry Eskenazi

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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.
Original languageEnglish
Title of host publicationProceedings of the 27th ACM Symposium on Virtual Reality Software and Technology (VRST '21)
Number of pages10
DOIs
Publication statusPublished - 8 Dec 2021
Externally publishedYes
EventVRST '21: 27th ACM Symposium on Virtual Reality Software and Technology - Virtual + Osaka University Hall, Osaka, Japan
Duration: 8 Dec 202110 Dec 2021
Conference number: 27

Conference

ConferenceVRST '21: 27th ACM Symposium on Virtual Reality Software and Technology
Abbreviated titleVRST '21
Country/TerritoryJapan
CityOsaka
Period8/12/2110/12/21

Keywords

  • reflection
  • experiential learning
  • virtual reality
  • ambiguous design
  • n/a OA procedure

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