Skip to main navigation Skip to search Skip to main content

Co-Designing and Learning in Virtual Reality: Development of Tool for Alcohol Resistance Training

  • Patricia Lyk
  • , Gunver Majgaard
  • , Lotte Vallentin-Holbech
  • , Julie Dalgaard Guldager
  • , Timo Dietrich
  • , Sharyn Rundle-Thiele
  • , Christiane Stock
  • University of Southern Denmark
  • Charité - Universitätsmedizin Berlin

Research output: Contribution to journalJournal articleResearchpeer-review

Abstract

This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The application offers first-hand experiences with alcohol in a safe environment. This is done by simulating a party situation using 125
different 360-degree movie sequences and displaying it in a virtual reality headset. The users create their own experience through a choose your own adventure game experience. The experience is designed to acquire skills for recognizing and handling peer pressure, which has been found to be one of the main reasons for drinking initiation. These skills are acquired though experimental learning. The application is a product of a co-design process involving 10 students (aged 18-28) studying film making and game design at Askov Folk High School (a special kind of Danish boarding school without exams for young adults), Denmark, their teachers, alcohol experts from social services and researchers with expertise within health promotion, social marketing, VR, interaction design and game development. Additionally, 35 students from Askov Boarding School (aged 15-17) participated as actors and extras. This article contributes to research within development of 360-degree video applications for experimental learning with a practical example. The iterative design process of the application, containing exploration of key concepts, concept design, prototype design, pre-usability testing, innovation design and
usability test is described, as well as our reflections on virtual experimental learning in the application
Translated title of the contributionSamdesign og læring i virtual reality: Udvikling af værktøj til træning af alkoholresistens
Original languageEnglish
JournalElectronic Journal of E-Learning
Pages (from-to)213-228
Number of pages16
ISSN1479-4403
DOIs
Publication statusPublished - 2020

Keywords

  • children and youth
  • interactive systems
  • virtual learning
  • public school
  • intelligent design

Fingerprint

Dive into the research topics of 'Co-Designing and Learning in Virtual Reality: Development of Tool for Alcohol Resistance Training'. Together they form a unique fingerprint.

Cite this