La Realidad Virtual como entorno inmersivo para el diseño de experiencias y el aprendizaje ético

La Realidad Virtual como entorno inmersivo para el diseño de experiencias y el aprendizaje ético

Introduction to Ethical Roleplays in Virtual Reality

Overview of the Case Study

  • Jorge Stefan Blin, a professor at Universidad Europea de Madrid, discusses the use of virtual reality (VR) for teaching ethical roleplays in a first-year animation ethics course.
  • Emphasizes that real-life ethical dilemmas are best taught through roleplay, allowing students to confront complex decisions and narratives.

Implementation of VR in Roleplay

  • The project utilized VRChat, a social multi-user platform, enabling students to select avatars and design environments for their ethical dilemmas.
  • Objectives included creating an immersive experience, reducing shyness through avatar use, and enhancing student motivation during learning.

Methodology of the Project

Structure of the Learning Experience

  • Involved 18 animation students divided into four groups over approximately four weeks with three distinct phases: design, execution, and debriefing.

Phase 1: Design

  • Students selected from eight proposed ethical dilemmas and developed narratives around them while choosing appropriate avatars and environments for their roleplays.

Phase 2: Execution

  • Groups executed their roleplays against each other using MetaQuest 3S VR headsets. The instructor participated invisibly to observe interactions without influencing them.

Phase 3: Debriefing

  • After performances lasting about 10–15 minutes each, class discussions analyzed decisions made during roleplays to highlight the complexities of ethical dilemmas.

Results and Student Feedback

Evaluation of Effectiveness

  • A Google Form survey revealed that 88.2% felt more comfortable using avatars; 82.4% found the VR experience more enriching than traditional classroom settings.
  • An emotional engagement with ethical dilemmas was reported by 82.4%, leading students to recommend similar experiences in other subjects.

Conclusion and Future Applications

Broader Implications of VR in Education

  • The positive outcomes led to implementing VR roleplay techniques in other courses such as job interview training while maintaining anonymity through voice modulation technology.
  • Encourages educators to explore VR as a valuable tool for enhancing social learning across various subjects.
Video description

Esta comunicación fue presentada en el V Congreso Internacional de Formación Permanente Innovación Docente, Educación y Transferencia del Conocimiento Más información del congreso: https://ciineco.org Título de la ponencia: La Realidad Virtual como entorno inmersivo para el diseño de experiencias y el aprendizaje ético Autores/as: Jorge Esteban Blein V Congreso Internacional de Formación Permanente Innovación Docente, Educación y Transferencia del Conocimiento | Congresos EGREGIUS Congreso organizado por Universidad Rey Juan Carlos, Grupo INECO, Grupo Nodos y EGREGIUS Congresos #diseño de experiencias #entornos inmersivos #ética #habilidades comunicativas realidad virtual metaverso abr #role-play #congresosegregius #CongresoCientífico #Universidad #PonenciaAcadémica