Formative Evaluation of Virtual Reality Materials for Inducing Cultural Awareness

M. Nozaki, Kazumi Watanabe, H. Ogasawara, Taeko Fukuda
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Abstract

As Japan moves toward a multiculturally convivial society, nurses are required to have intercultural competence to recognize the diverse characteristics of their patients and to practice nursing. In order to acquire intercultural competence, it is important to take an attitudinal approach that encourages cultural awareness, which is to recognize and acknowledge differences between oneself and others. Therefore, we developed a VR teaching material that allows Japanese people to experience first-person the anxiety and difficulty that foreigners feel when they visit a Japanese hospital. As the first step from the experience, we extracted gaps between foreign patients and Japanese medical staffs by reviewing the literature; the gaps were due to lack of communication, preconceptions, and bitterness. As a second step, we set four learning objectives and created an ICE rubric. The learning objectives were as follows: 1) to try to get involved actively without feeling uncomfortable, 2) to accept others as they are, 3) to think about the reasons for their words and actions by considering their culture and customs, and 4) to be able to recognize one's own prejudices, discrimination, and assumptions. As the third step, we created a prototype of the content. We shot a 360° video of three scenes in a hospital. We embedded a video of a French actors playing a medical staff and talking to the patient. In this way, we recreated the situation of a Japanese patient visiting a hospital in a foreign country. The fourth step was to conduct alpha testing among the developers to complete the content. Four developers watched the prototype and evaluated the usability and the learning outcomes using the ICE rubric. As a result, it was pointed out that although they could experience the sense of difficulty and anxiety of not understanding the language, they could not understand the situation of what was happening, nor could they think about the other person's culture or their own preconceptions. Therefore, we completed the contents by adding guidance, explaining the situation, presenting a summary of what was said, and setting up a quiz for reflection.
诱导文化意识的虚拟现实材料形成性评价
随着日本走向一个多元文化的欢乐社会,护士被要求具有跨文化能力,以认识到病人的不同特征,并实践护理。为了获得跨文化能力,重要的是要采取一种鼓励文化意识的态度方法,即认识和承认自己与他人之间的差异。因此,我们开发了一个VR教材,让日本人体验外国人访问日本医院时所感受到的焦虑和困难。作为经验的第一步,我们通过回顾文献来提取外国患者与日本医务人员之间的差距;这种差距是由于缺乏沟通、先入为主和痛苦造成的。作为第二步,我们设定了四个学习目标,并创建了一个ICE准则。学习目标如下:1)试着积极参与而不感到不舒服,2)接受他人的本来面目,3)通过考虑他们的文化和习俗来思考他们言行的原因,4)能够认识到自己的偏见,歧视和假设。作为第三步,我们创建了内容的原型。我们拍摄了一个360°的视频,在医院的三个场景。我们嵌入了一个法国演员扮演医务人员和病人谈话的视频。通过这种方式,我们重现了一位日本患者在国外医院就诊的情景。第四步是在开发人员中进行alpha测试以完成内容。四名开发人员观察了原型,并使用ICE准则评估了可用性和学习结果。因此,有人指出,虽然他们可以体验到不懂语言的困难感和焦虑感,但他们无法理解正在发生的情况,也无法考虑对方的文化或自己的先入之见。因此,我们通过添加指导,解释情况,对所说的内容进行总结,并设置反思测试来完成内容。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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