Abstract
Virtual reality (VR) is an immersive technology that can simulate different environments and experiences. Social-emotional learning (SEL) is a process through which individuals develop the skills, knowledge, and attitudes to understand and manage their emotions, establish positive relationships, and make responsible decisions. SEL promotes healthy emotional regulation in adolescents. However, VR interventions for adolescent emotion regulation have received less attention. The aim of this research is to identify a VR element that includes knowledge in relation to SEL since 2017 through systematic literature reviews (SLRs). A broad review of the current literature was conducted in three databases, namely Scopus, IEEE, and WOS. Data were extracted, including age ranges, year published, and medical procedures, using a search term. The result suggests a requirement list to design a virtual reality for social-emotional learning that promotes a positive impact on emotion regulation for Malaysian adolescents.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Abdullah, M., Shaikh, Z.A.: An effective virtual reality based Remedy for acrophobia. Int. J. Adva. Comp. Sci. Appli. 9(6), 162–167 (2018). https://doi.org/10.14569/IJACSA.2018.090623
Allcoat, D., von Mühlenen, A.: Learning in virtual reality: effects on performance, emotion and engagement. Research in Learning Technology 26(1063519), 1–13 (2018). https://doi.org/10.25304/rlt.v26.2140
Barrett, S., Weimer, F., Cosmas, J.: Virtual eye region: development of a realistic model to convey emotion. Heliyon 5(12), e02778 (2019). https://doi.org/10.1016/j.heliyon.2019.e02778
Beecham, S., Baddoo, N., Hall, T., Robinson, H., Sharp, H.: Motivation in software engineering: a systematic literature review. Inf. Softw. Technol. 50(9–10), 860–878 (2008). https://doi.org/10.1016/j.infsof.2007.09.004
Bermúdez, S., Quintero, L.V., Cameirão, M.S., Chirico, A., Triberti, S.: Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications. November (2018). https://doi.org/10.1109/JBHI.2018.2878846
Cho, D., et al.: Detection of stress levels from biosignals measured in virtual reality environments using a kernel-based extreme learning machine. Sensors (Switzerland) 17(10) (2017). https://doi.org/10.3390/s17102435
Cipresso, P., Giglioli, I.A.C., Raya, M.A., Riva, G.: The past, present, and future of virtual and augmented reality research: a network and cluster analysis of the literature. Frontiers in Psychology 9(NOV), 1–20 (2018). https://doi.org/10.3389/fpsyg.2018.02086
Colombo, D., Fernández-álvarez, J., Palacios, A.G., Cipresso, P., Botella, C., Riva, G.: New technologies for the understanding, assessment, and intervention of emotion regulation. Frontiers in Psychology 10(JUN) (2019). https://doi.org/10.3389/fpsyg.2019.01261
Dixon-Woods, M., Agarwal, S., Jones, D., Young, B., Sutton, A.: Synthesising qualitative and quantitative evidence: a review of possible methods. J. Health Serv. Res. Policy 10(1), 45–53 (2005). https://doi.org/10.1258/1355819052801804
Elor, A., Song, A.: ISAM: personalizing an artificial intelligence model for emotion with pleasure-arousal-dominance in immersive virtual reality. In: Proceedings - 2020 15th IEEE International Conference on Automatic Face and Gesture Recognition, FG, pp. 572–576 (2020). https://doi.org/10.1109/FG47880.2020.00091
Featherstone, I., et al.: The experience of delirium in palliative care settings for patients, family, clinicians and volunteers: a qualitative systematic review and thematic synthesis. Palliat. Med. 35(6), 988–1004 (2021). https://doi.org/10.1177/02692163211006313
Flores, A., Linehan, M.M., Todd, S.R., Hoffman, H.G.: The use of virtual reality to facilitate mindfulness skills training in dialectical behavioral therapy for spinal cord injury: a case study. Frontiers in Psychology 9(APR), 1–7 (2018). https://doi.org/10.3389/fpsyg.2018.00531
Garety, P., Sason, E., Craig, T.J.K., Valmaggia, L.R.: Virtual reality in the assessment and treatment of psychosis : a systematic review of its utility, acceptability and effectiveness (2017). https://doi.org/10.1017/S0033291717001945
Geraets, C.N.W., et al.: Virtual reality facial emotion recognition in social environments: an eye-tracking study. Internet Interventions 25(December 2020), 100432 (2021). https://doi.org/10.1016/j.invent.2021.100432
Gerry, L.J.: Paint with me: stimulating creativity and empathy while painting with a painter in virtual reality. IEEE Trans. Visual Comput. Graphics 23(4), 1418–1426 (2017). https://doi.org/10.1109/TVCG.2017.2657239
Girvan, C.: What is a virtual world? definition and classification. Education Tech. Research Dev. 66(5), 1087–1100 (2018). https://doi.org/10.1007/s11423-018-9577-y
Green, A.L., Ferrante, S., Boaz, T.L., Kutash, K., Wheeldon-Reece, B.: Social and emotional learning during early adolescence: effectiveness of a classroom-based SEL program for middle school students. Psychology in the Schools November 2020, 1–14 (2021). https://doi.org/10.1002/pits.22487
Hadley, W., Houck, C., Brown, L.K., Spitalnick, J.S., Ferrer, M., Barker, D.: Moving beyond role-play: evaluating the use of virtual reality to teach emotion regulation for the prevention of adolescent risk behavior within a randomized pilot trial. J. Pediatr. Psychol. 44(4), 425–435 (2019). https://doi.org/10.1093/jpepsy/jsy092
Hartl, E., Berger, B.: Escaping reality: Examining the role of presence and escapism in user adoption of virtual reality glasses. In: Proceedings of the 25th European Conference on Information Systems, ECIS 2017, 2413–2428 (2017)
Hidaka, K., Qin, H., Kobayashi, J.: Preliminary test of affective virtual reality scenes with head mount display for emotion elicitation experiment. International Conference on Control, Automation and Systems, 2017-Octob, pp. 325–329 (2017). https://doi.org/10.23919/ICCAS.2017.8204459
Hohmann, V., Paluch, R., Krueger, M., Meis, M., Grimm, G.: The virtual reality lab: realization and application of virtual sound environments. Ear Hear. 41, 31S-38S (2020). https://doi.org/10.1097/AUD.0000000000000945
Ip, H.H.S., et al.: Enhance emotional and social adaptation skills for children with autism spectrum disorder: a virtual reality enabled approach. Comput. Educ. 117, 1–15 (2018). https://doi.org/10.1016/j.compedu.2017.09.010
Kitchenham, B., Pearl Brereton, O., Budgen, D., Turner, M., Bailey, J., Linkman, S.: Systematic literature reviews in software engineering - A systematic literature review. Inf. Softw. Technol. 51(1), 7–15 (2009). https://doi.org/10.1016/j.infsof.2008.09.009
Klotzsche, F., Mariola, A., Hofmann, S., Nikulin, V.V., Villringer, A., Gaebler, M.: Using EEG to decode subjective levels of emotional arousal during an immersive VR roller coaster ride. In: 25th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018 - Proceedings, March, pp. 605–606 (2018). https://doi.org/10.1109/VR.2018.8446275
Lawlor, M.S.:. Mindfulness and Social Emotional Learning (SEL): A Conceptual Framework. 65–80 (2016). https://doi.org/10.1007/978-1-4939-3506-2_5
Li, Z., Cheng, X., Wang, L., He, H., Liang, B.: The application of student participation in the design of virtual reality educational products. In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 11585 LNCS. Springer International Publishing (2019). https://doi.org/10.1007/978-3-030-23538-3_34
Liao, D., Huang, Y., Tan, Z., Yang, J., Xu, X.: Design of virtual reality scenes with variable levels of fear evocation. In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 10910 LNCS. Springer International Publishing (2018). https://doi.org/10.1007/978-3-319-91584-5_9
Liu, R., Wang, L., Lei, J., Wang, Q., Ren, Y.: Effects of an immersive virtual reality-based classroom on students’ learning performance in science lessons. Br. J. Edu. Technol. 51(6), 2034–2049 (2020). https://doi.org/10.1111/bjet.13028
Liu, X., Pan, M., Li, J.: Does sharing your emotion make you feel better? an empirical investigation on the association between sharing emotions on a virtual mood wall and the relief of patients’ negative emotions. Telemedicine and E-Health 25(10), 987–995 (2019). https://doi.org/10.1089/tmj.2017.0327
Luo, D., Deng, X.L., Luo, Y.W., Wang, G.X.: Design and implementation of virtual examination system based on unity 3D. In: ACM International Conference Proceeding Series (2019). https://doi.org/10.1145/3358331.3358404
McCabe-Bennett, H., Provost-Walker, O., Lachman, R., Girard, T.A., Antony, M.M.: A virtual reality study of experiential avoidance, emotional experiences, and hoarding symptoms. J. Obse.-Compul. Rela. Disor. 27, 100590 (2020). https://doi.org/10.1016/j.jocrd.2020.100590
Meuleman, B., Rudrauf, D.: Induction and profiling of strong multi-componential emotions in virtual reality. IEEE Trans. Affect. Comput. 12(1), 189–202 (2021). https://doi.org/10.1109/TAFFC.2018.2864730
Murphy, K.M., Cook, A.L., Fallon, L.M.: Mixed reality simulations for social-emotional learning. Phi Delta Kappan 102(6), 30–37 (2021). https://doi.org/10.1177/0031721721998152
Nararro-Haro, M.V., et al.: The use of virtual reality to facilitate mindfulness skills training in dialectical behavioral therapy for borderline personality disorder: A case study. Frontiers in Psychology 7(NOV), 1–9 (2016). https://doi.org/10.3389/fpsyg.2016.01573
Quesnel, D., Stepanova, E.R., Aguilar, I.A., Pennefather, P., Riecke, B.E.: Creating AWE: artistic and scientific practices in research-based design for exploring a profound immersive installation. In: 2018 IEEE Games, Entertainment, Media Conference, GEM 2018, December, pp. 200–207 (2018). https://doi.org/10.1109/GEM.2018.8516463
Rincon, J.A., Costa, A., Novais, P., Julian, V., Carrascosa, C.: Using emotions in intelligent virtual environments: The EJaCalIVE framework. Wireless Communications and Mobile Computing (2017). https://doi.org/10.1155/2017/9321463
Seabrook, E., Kelly, R., Foley, F., Theiler, S., Thomas, N., Wadley, G., Nedeljkovic, M.: Understanding how virtual reality can support mindfulness practice: mixed methods study. J. Medi. Inter. Res. 22(3) (2020). https://doi.org/10.2196/16106
Acknowledgment
We would like to express our sincere gratitude to all parties that have supported and contributed to the completion of this research project. This study is fully funded by The Ministry of Education, Malaysia under Trans-disciplinary Research Grant Scheme (TRGS) of the Ministry of Education, TRGS/1/2020/UKM/01/4/3.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Hamzah, I. et al. (2024). Virtual Reality for Social-Emotional Learning: A Review. In: Badioze Zaman, H., et al. Advances in Visual Informatics. IVIC 2023. Lecture Notes in Computer Science, vol 14322. Springer, Singapore. https://doi.org/10.1007/978-981-99-7339-2_11
Download citation
DOI: https://doi.org/10.1007/978-981-99-7339-2_11
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-99-7338-5
Online ISBN: 978-981-99-7339-2
eBook Packages: Computer ScienceComputer Science (R0)