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. 2024 Aug 14;64(11):gnae113. doi: 10.1093/geront/gnae113

Table 1.

Overview of the VR Dementia-friendly Educational Program

Module # Content

Details
Time
(min)
1 Simulation 5
Displaying a fictional situation in which people living with dementia is in trouble, participants discuss their opinions on how they react.
2 Short film (unfriendly scenario)
Viewing a story about a female person living with dementia, participants contemplate her background and the responses of surrounding people. 10
3 VR film (unfriendly scenario) 5
Participants experience a perspective of a female person living with dementia to feel her emotions and the responses of surrounding people.
4 Discussion (1) 5
Participants exchange their impressions after experiencing VR films and viewing short films with an unfriendly scenario.
5 Lecture (1) 20
A lecture provides relevant information on dementia (e.g., types, causes, symptoms, and prevention).
6 VR film (friendly scenario) 5
Participants learn good responses and perceive a positive emotional change in people living with dementia through a comparison between the scenarios.
7 Short film (friendly scenario) 10
Participants find the differences in emotions of people living with dementia and surrounding people’s responses between the two scenarios.
8 Lecture (2) 15
A lecture provides relevant information (e.g., treatment, public service, and correct communication) by linking to VR and short films.
9 Discussion (2) 15
Participants take part in a role-playing game allocated to the short films’ characters and discuss how to support people living with dementia in the community and cooperate with other characters from their own positions.

Notes: VR = virtual reality.

All the program components were developed and integrated based on the principle of Instructional Design.