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利用虚拟现实技术预防大学生滥用药物和暴力行为:一项试点和可行性研究。

Using virtual reality technology to prevent substance misuse and violence among university students: A pilot and feasibility study.

机构信息

Department of Global and Community Health, George Mason University, Fairfax, VA, USA.

National Health Promotion Associates, White Plains, NY, USA.

出版信息

Health Informatics J. 2024 Oct-Dec;30(4):14604582241290712. doi: 10.1177/14604582241290712.

Abstract

New prevention approaches that use engaging and innovative technologies are needed to reduce high rates of substance use and violence among university students. The present study developed and pilot-tested virtual reality (VR) technology that presented university students with immersive environments where they practiced skills with virtual peers. After viewing e-learning modules with prevention content, students engaged with immersive VR module prototypes to practice cognitive-behavioral skills for preventing risk behaviors, including assertive communication, negotiation, compromise, conflict resolution, and bystander intervention strategies. Paired t-tests showed increases in life skills knowledge and anti-violence attitudes among students from the pretest to posttest assessments. Students and educators were enthusiastic about the VR prototypes, rating them as feasible, relevant, appealing, engaging, and innovative for prevention. Participants provided feedback on ways to improve the VR experience by including a greater variety of conflict situations, more nuanced branched scenarios and response options, and a more complete representation of all scenario outcomes. Findings suggest that VR scenarios are a promising strategy for enhancing life skills to help prevent health risk behaviors among university students.

摘要

需要采用引人入胜和创新的技术来预防,以降低大学生中物质使用和暴力的高发生率。本研究开发并试点测试了虚拟现实 (VR) 技术,为大学生提供了沉浸式环境,使他们能够与虚拟同龄人一起练习技能。在观看具有预防内容的电子学习模块后,学生们参与沉浸式 VR 模块原型,以练习预防风险行为的认知行为技能,包括果断沟通、谈判、妥协、解决冲突和旁观者干预策略。配对 t 检验显示,学生的生活技能知识和反暴力态度从预测试到后测试评估都有所提高。学生和教育工作者对 VR 原型非常感兴趣,认为它们在预防方面具有可行性、相关性、吸引力、参与性和创新性。参与者提供了有关如何通过包括更多种类的冲突情况、更细致的分支场景和响应选项以及更完整地代表所有场景结果来改进 VR 体验的反馈。研究结果表明,VR 场景是增强生活技能的有前途的策略,可以帮助预防大学生的健康风险行为。

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