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.