Abstract
Aim To understand the impact of using an immersive dementia video via a virtual reality (VR) device to educate community members. Methods A single group before/after comparison test design was employed. One trial session was provided. We used Angle Shift, a VR program that provides an immersive narration of the experiences of dementia. We then measured the participants’ perceived understanding of the experience of people with dementia, willingness to learn more about dementia, and satisfaction with the immersive experience. Results We analyzed the responses of 67 participants. Pre-intervention, most perceived to have a good understanding and a willingness to learn. They also expressed readiness and interest in supporting people with dementia. Post-intervention, participants expressed satisfaction and a deeper understanding. Conclusion Motivation can be a key indicator of the VR’s impact on learners’ understanding, willingness to learn, and satisfaction. The program should capture the learners’ interests in various learning stages.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.