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 language | English |
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Title of host publication | Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology (VRST '21) |
Number of pages | 10 |
DOIs | |
Publication status | Published - 8 Dec 2021 |
Externally published | Yes |
Event | VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology - Virtual + Osaka University Hall, Osaka, Japan Duration: 8 Dec 2021 → 10 Dec 2021 Conference number: 27 |
Conference
Conference | VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology |
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Abbreviated title | VRST '21 |
Country/Territory | Japan |
City | Osaka |
Period | 8/12/21 → 10/12/21 |
Keywords
- reflection
- experiential learning
- virtual reality
- ambiguous design
- n/a OA procedure