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Virtual Reality to Promote Socio-Emotional Well-Being in High-Needs Urban Schools

Thu, April 8, 2:00 to 3:00pm EDT (2:00 to 3:00pm EDT), SIG Sessions, SIG-Instructional Technology Poster Sessions

Abstract

Virtual reality (VR) to build wellbeing for students with latent trauma is being examined in multiple contexts. The purpose of this study was to compare modalities associated with a DBT approach in a school-based socio-emotion wellbeing curriculum. Modalities of were VR enhanced DBT approach, face-to-face approach without VR, and waitlist time-delayed control in a high-needs urban classroom. Participants were 69 students from a high-needs urban school. Observations, researcher assessments, and paper and pencil instrument scores, were analyzed via mixture modeling. Results across the main effect of modality illustrates a statistically significant difference between virtual reality enhanced Dialectical Behavior Therapy base curriculum and each of the other modalities. These results suggest approaches using VR enhanced DBT promotes greater socio-emotional skill acquisition.

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