技术介导的反思性学习的定性维度:以精神病患者的VR体验为例

Saliha Akbas, K. Kuscu, A. Yantaç, Gizem Erdem, Sinem Semsioglu, Onur Gurkan, A. Günay, A. Vatansever, T. Eskenazi
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引用次数: 0

摘要

自我反思是对一个人的推理过程的评估,通常是由复杂的社会和情感经历触发的,其特征是它们的模糊性和不可预测性,促使一个人重新解释经验,并更新现有知识。利用沉浸式虚拟现实(VR),我们旨在通过心理教育中的反思来支持社会和情感学习(SEL)。我们以精神病为例,因为它涉及模糊的知觉体验。通过共同设计研讨会,我们设计了一个虚拟现实原型,模拟了精神病体验的感知、认知、情感和社会元素,随后与心理学学生一起进行了用户研究,以评估这项技术支持反思的潜力。我们的分析表明,技术介导的SEL反映涉及两个维度:自发的观点采取和共同的情感状态。通过用上述维度探索反思的主观品质,我们的工作为技术支持学习和VR开发者为反思设计的文献做出了贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Qualitative Dimensions of Technology-Mediated Reflective Learning: The Case of VR Experience of Psychosis
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.
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