The Effectiveness of 3D VR Training System for Supporting Volunteers on Adolescents' Illegal Drug Use

Study Overview
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Brief Summary
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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
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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.

Official Title
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Examining the Effectiveness of 3D Virtual Reality Training on Problem-solving, Self-efficacy, and Teamwork Among Inexperienced Volunteers Helping With Drug Use Prevention: Randomized Controlled Trial

Conditions
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Illicit Drugs

Intervention / Treatment
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* Other: SVVR training program


Participation Criteria
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Eligibility Criteria
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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.
Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Experimental group<br>The participants in the experimental group received the 3D VR training program. | Other: SVVR training program<br>* 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.<br>|
| No Intervention: Control group<br>The control group did not receive any intervention. | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| The task characteristics | 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. | about one month | 
| Problem-solving skills | 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. | about one month | 
| Self-efficacy | 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 | about one month | 
| Team cooperation | 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. | about one month | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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3D virtual reality, Supporting volunteers, Problem solving, Self-efficacy, Teamwork