This study investigates dilemma-based scenarios in Virtual Reality (VR) to learn about conflict management in a school context. The users are students in the teacher's education. This study is made in collaboration with the teachers’ education at University College Copenhagen as part of a participatory design study. The study included two separately evaluated VR scenarios within a total of 27 participants. Scenario one is a VR scenario with a conflict between two pupils ending in a physical fight. Scenario two is with the pupil Trine, who is showing signs of decreased well-being and reveals abusive problems among the parents at home. The scenarios are developed in the Unity game engine, and the XR Interaction toolkit is used for the VR implementation. Scenario one included 15 participants, and scenario two included 12 participants. The evaluation consisted of a questionnaire with items inspired by the user engagement scale, followed by interviews. The findings revealed very positive perceptions towards the VR scenarios, indicating high engagement in the VR scenarios. Realism in the VR scenarios yields very high scores. The study concludes that VR can facilitate realistic scenarios where students in a safe, controlled environment can practice and refine teacher skills.

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Dilemma and Conflict Management in Virtual Reality for Teacher Education Students

  • Niels Christian M. Felix Luel,
  • Adelina G. M. Holmstrøm,
  • Malthe O. B. Hartvigsen,
  • Simon I. Axelsen,
  • Malthe K. Hansen,
  • Halipha Ndikumana,
  • Nathan S. Littlefield,
  • Thorkild Hanghøj,
  • Thomas Bjørner

摘要

This study investigates dilemma-based scenarios in Virtual Reality (VR) to learn about conflict management in a school context. The users are students in the teacher's education. This study is made in collaboration with the teachers’ education at University College Copenhagen as part of a participatory design study. The study included two separately evaluated VR scenarios within a total of 27 participants. Scenario one is a VR scenario with a conflict between two pupils ending in a physical fight. Scenario two is with the pupil Trine, who is showing signs of decreased well-being and reveals abusive problems among the parents at home. The scenarios are developed in the Unity game engine, and the XR Interaction toolkit is used for the VR implementation. Scenario one included 15 participants, and scenario two included 12 participants. The evaluation consisted of a questionnaire with items inspired by the user engagement scale, followed by interviews. The findings revealed very positive perceptions towards the VR scenarios, indicating high engagement in the VR scenarios. Realism in the VR scenarios yields very high scores. The study concludes that VR can facilitate realistic scenarios where students in a safe, controlled environment can practice and refine teacher skills.