Abstract
The number of emotional illnesses rises every year . The efforts of using HCI and VR technology to create prevention tools require to extend the design learning knowledge to provide appropriate emotional cognitive experiences. Research has shown that VR provides better engagement and improvement on basic emotional and social dimensions of learning, however, the literature shows that it is necessary for the continuous study to develop effective emotional learning experience addressed to the next generations on immersive virtual learning environment. This study aims to identify how VR experiences impact the learning of a specific emotional dimension on adolescents (responsible decision-making RDM) and identify which cognitive and experience elements have incidence in the design of the learning experience. Based on literature and theories of VR and learning sciences, we experimented using VR on learning sessions with a control group based in ethical and emotional situations using the SODAS method to learn responsible decision making. Results show that the VR group gets a higher score after the sessions, and qualitative and quantitative data reveals that learning timing, cognitive articulation, learning attribution, cognitive load, and specific emotional dimensions might be impacted by the emotional learning experience. The analyses provide helpful information for the future design of cognitive experiences on VR technology.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Suh, A., Prophet, J.: The state of immersive technology research: a literature analysis. Comput. Hum. Behav. 86 (2018). https://doi.org/10.1016/j.chb.2018.04.019
Jerdan, S., Boulos, K., Maged, W., Hugo, G., Mark.: Head mounted virtual reality and mental health: critical review of current research. J. Med. Internet Res. 6, e14 (2018). https://doi.org/10.2196/games.9226
Didehbani, N., Allen, T., Kandalaft, M., Krawczyk, D., Chapman, S.: Virtual reality social cognition training for children with high functioning autism. Comput. Hum. Behav. 62, 703–711 (2016)
Salovey, P., Mayer, J.D.: Emotional intelligence. Imagination Cognit. Pers. 9(3), 185–211 (1989–1990)
Mayer, J.D., Salovey, P., Caruso, D.R.: Models of emotional intelligence. In: Sternberg, R.J. (ed.) Handbook of Intelligence, pp. 396–420. Cambridge University Press (2000). https://doi.org/10.1017/CBO9780511807947.019
Goleman, D.: Emotional Intelligence: Why it Can Matter More than IQ. Bantam Books, New York (2005)
Frijda, N.H.: The laws of emotion. Am. Psychol. 43(5), 349–358 (1988). https://doi.org/10.1037/0003-066X.43.5.349
Salovey, P., Sluyter, D.J. (eds.): Emotional Development and Emotional Intelligence: Educational Implications. Basic Books (1997)
Durlak, J.A., Domitrovich, C.E., Weissberg, R.P., Gullotta, T.P.: Handbook of Social and Emotional Learning: Research and Practice (2015)
Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N., Jin, M.: The use of immersive virtual reality in the learning sciences: digital transformations of teachers, students, and social context. J. Learn. Sci. 17(1), 102–141 (2008)
Webster, R.: Declarative knowledge acquisition in immersive virtual learning environments. Interact. Learn. Environ. 24(6), 1319–1333 (2015)
Allcoat, D., von MĂĽhlenen, A.: Learning in virtual reality: effects on performance, emotion and engagement. Res. Learn. Technol. 26 (2018)
Rodriguez Ortega, A., et al.: A VR-based serious game for studying emotional regulation in adolescents. IEEE Comput. Graph. Appl. 35(1), 65–73 (2015)
i Badia, S.B., Quintero, L.V., Cameirao, M.S., Chirico, A., Triberti, S., Cipresso, P., Gaggioli, A.: Toward emotionally adaptive virtual reality for mental health applications. IEEE J. Biomed. Health Inform. 23(5), 1877–1887 (2018)
Niforatos, E., Palma, A., Gluszny, R., Vourvopoulos, A., Liarokapis, F.: Would You do it?: Enacting Moral Dilemmas in Virtual Reality for Understanding Ethical Decision-Making (2020)
Greenbank, P.: Initiating Change in Career Decision-making: an Action Research Approach (2010)
Kupersmidt, J.B., Stelter, R., Dodge, K.A.: Development and validation of the social information processing application: a web-based measure of social information processing patterns in elementary school-age boys. Psychol. Assess. 23(4), 834 (2011)
Bowers, L., Huisingh, R.: Social Language Development Test (2013)
Bar-On, R.: The multifactor measure of performance: its development, norming, and validation. Front. Psychol. 9, 140 (2018). https://doi.org/10.3389/fpsyg.2018.00140
LeBuffe, P.A., Shapiro, V.B., Robitaille, J.L.: The Devereux student strengths assessment (DESSA) comprehensive system: screening, assessing, planning, and monitoring. J. Appl. Dev. Psychol. 55, 62–70 (2018). https://doi.org/10.1016/j.appdev.2017.05.002
Gresham, F.M., Elliott, S.N.: Social Skills Improvement System: Rating Scales. Pearson Assessments, Bloomington (2008)
Pretzlaff, R.K.: Should age be a deciding factor in ethical decision-making? Health care analysis. HCA. J. Health Philos. Pol. 13(2) (2005). https://doi.org/10.1007/s10728-005-4475-y
Sweller, J.: Cognitive load theory. In: Mestre J.P., Ross, B.H. (eds.) The Psychology of Learning and Motivation: Cognition in Education, vol. 55, pp. 37–76. Elsevier Academic Press (2011). https://doi.org/10.1016/B978-0-12-387691-1.00002-8
Andersen, S.A.W., Mikkelsen, P.T., Konge, L., Cayé-Thomasen, P., Sørensen, M.S.: The effect of implementing cognitive load theory-based design principles in virtual reality simulation training of surgical skills: a randomized controlled trial. Adv. Simul. 1 (2016). https://doi.org/10.1186/s41077-016-0022-1
Zhang, L., et al.: Cognitive load measurement in a virtual reality-based driving system for autism intervention. IEEE Trans. Affect. Comput. 8(2), 176–189 (2017). https://doi.org/10.1109/TAFFC.2016.2582490
Kar, N., Kar, B.: Social cognition and individual effectiveness in interpersonal scenarios: a conceptual review. J. Mental Health Hum. Behav. 22, 27–34 (2017)
Sweller, J., van Merrienboer, J.J.G., Paas, F.G.W.C.: Cognitive architecture and instructional design. Educ. Psychol. Rev. 10, 251–296 (1998). https://doi.org/10.1023/A:1022193728205
Glicksohn, J., Avnon, M.: Explorations in virtual reality: absorption, cognition and altered state of consciousness. Imagination Cogn. Pers. 17(2), 141–151 (1997). https://doi.org/10.2190/FTUU-GLC5-GBT8-9RUW
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Muñoz, D.A., Chow, K.K.N., Wei, H. (2021). Effects of Virtual Reality in the Area of Responsible Decision-Making Training on Adolescents. In: Brooks, A., Brooks, E.I., Jonathan, D. (eds) Interactivity and Game Creation. ArtsIT 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 367. Springer, Cham. https://doi.org/10.1007/978-3-030-73426-8_28
Download citation
DOI: https://doi.org/10.1007/978-3-030-73426-8_28
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-73425-1
Online ISBN: 978-3-030-73426-8
eBook Packages: Computer ScienceComputer Science (R0)