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View, browse and sort the ever-growing list of XRDC 2019 sessions by topic and format. With XRDC 2019’s Session Scheduler, you can build your schedule in advance and access it during the show. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Bringing VR into the Classroom: Beyond the Research

Kimberly Hieftje (Director, play4REAL Lab at Yale Center for Health & Learning Games)

Location: Healthcare & Enterprise Stage

Date: Monday, October 14

Time: 4:00pm - 4:40pm

Topic: Healthcare

Format: Session

Vault Recording: Video

Audience Level: All

The play4REAL Lab at the Yale Center for Health & Learning Games was recently awarded a gift from Oculus/Facebook Education to fully develop Invite Only VR, a virtual reality videogame intervention focused on JUUL/e-cigarette prevention in teens, and to evaluate the intervention with middle school students in a randomized controlled trial beginning in the fall of 2019. In this session, the development and early study findings of the VR intervention is described. Next, a delve into the planning and implementation of the randomized controlled trial with three middle schools will be discussed, with a focus on the importance of creating trusting partnerships with schools that continue beyond the data collection and study. While schools are excited to introduce new technology to their students, they are also cautious that teachers may not feel confident with their ability to continue using the equipment after the study concludes. Discussions on how the play4REAL team worked with schools to create a partnership that will continue after the study ends with the goal of ensuring that teachers and students have the support and training needed to incorporate experiences such as 'Invite Only VR' in their classrooms.

Takeaway

Attendees will learn how to establish meaningful partnerships with schools that extend beyond research, including how to create a plan for the continued presence of the research team to assist teachers with implementing VR after a study ends, with the ultimate goal of sustainability.

Intended Audience

This session is intended for attendees interested in creating and evaluating VR interventions for behavior change or prevention in teens. Attendees interested in incorporating VR experiences into classrooms and creating meaningful partnerships with teachers may also benefit from this session. No prerequisite knowledge required.