Qualitative Dimensions of Technology-Mediated Reflective Learning: The Case of VR Experience of ...
summary
A codesigned VR prototype simulates perceptual, cognitive, affective and social elements of psychosis and runs with 18 interdisciplinary workshop participants and a user study of 14 undergraduate psychology students. Evaluation uses 30–45 minute semi‑structured interviews and an emotional wheel. Results claim ambiguous multisensory stimuli provoke mostly spontaneous reflection, producing varied content interpretations but consistent emergence of spontaneous perspective-taking and shared state of affect; overall the prototype succeeds at eliciting empathy and reappraisal.
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