Illicit Drugs
Conditions
Keywords
3D virtual reality, Supporting volunteers, Problem solving, Self-efficacy, Teamwork
Brief summary
The purpose of that study was to apply the 3D virtual reality technology to develop a training program aiming at improving the abilities of problem solving, self-efficacy and teamwork of supervisory volunteers on adolescents' illegal drug use.
Detailed description
Use of illegal drug among adolescents is one of the critical health problems in this age group. The purpose of that study was to apply the 3D virtual reality technology to develop a training program aiming at improving the abilities of problem solving, self-efficacy and teamwork of supervisory volunteers on adolescents' illegal drug use. This study used a randomized controlled design with recruiting 68 participants. The participants in the experimental group received the 3D VR training program and the counterparts in the control group did not receive any intervention. The participants in the experimental group performed better on problem solving, self-efficacy and teamwork. In addition, the scores of technology use related variables also supported that experimental participants favored the 3D VR training system. The findings suggested that the 3D VR training system enhanced the supporting volunteers' abilities to deal with adolescents' illegal drug use. The 3D VR program showed potential for future promotion to supporting volunteers that contribute to improve volunteers' abilities on dealing with adolescents' illegal drug use.
Interventions
The SVVR training program is consisted of five scenarios with tasks. Before the SVVR training implementation, the research team provided 10-minute orientation session to introduce the purpose of the training. The 3D VR professional taught the participants how to wear the 3D VR helmets and select the VR scenes, so that the participants could practice multiple times.
Sponsors
Study design
Eligibility
Inclusion criteria
* accompanies at least an adolescent with drug use to * having less than 2 year of supporting experiences * having experiences of using technology products * able to operate SVVR.
Exclusion criteria
* the volunteers who were suffering from cybersickness.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| The task characteristics | about one month | Referenced related literatures (Goodhue, 1995) (Goodhue, 1995), developed 「The task technology characteristics」scale, a total of 3 questions, the task technology characteristics mainly understand the participants' experience in drug use students and related training, the higher scores indicated that participants are experienced in drug use students and related training. |
| Problem-solving skills | about one month | Referenced relevant literatures (Association of American Colleges & Universities, 2009)(Association of American Colleges & Universities, 2009), developed「Problem-solving skills」scale, a total of 6 questions, The problem-solving skills mainly understand the participants' problem-solving skills in drug use students , the higher scores indicated that participants have better abilities. |
| Self-efficacy | about one month | Referenced related literatures (Schwarzer, Bäßler, Kwiatek, Schröder, & Zhang, 1997)(Schwarzer, Bäẞler, Kwiatek, Schröder, & Zhang,1997), developed「Self-efficacy」scale, a total of 6 questions, The Self-efficacy mainly understand the participants' confidence in counseling drug use students, the higher scores demonstrated the more confident participants were |
| Team cooperation | about one month | Referenced relevant literatures (Hughes & Jones, 2011)(Hughes & Jones, 2011), developed「Team cooperation」scale, a total of 4 questions, The Team cooperation mainly understand the participants' Team cooperation abilities in drug use students , the higher scores indicated that participants have better Team cooperation abilities. |
Countries
Taiwan