TY - GEN
T1 - Feeding the fish
T2 - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022
AU - Pare, Dylan
AU - Craig, John
AU - Windsor, Scout
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - We present a study using an immersive, virtual reality experience designed to deepen understandings of gender and sexuality-based marginalization in Science, Technology, Engineering, and Math (STEM) as complex experiences with individual and systemic di-mensions. A challenge to teaching about marginalization is that learners might disengage from the unpleasant experience of listening to first-hand accounts of discrimination. A further challenge is encouraging learners to acknowledge their role in producing those harms. Through our design of playful, embodied interactions in vir-tual reality, the app effectively supports learners to remain engaged in listening to and learning about the marginalized other. As part of a design study, the first author interviewed participants over Zoom as they interacted with the VR game. In our analysis, we describe our interaction designs and connect these to analysis showing how participants reflect upon and use the interactions to move through the difficulties of listening to another's stories of marginalization.
AB - We present a study using an immersive, virtual reality experience designed to deepen understandings of gender and sexuality-based marginalization in Science, Technology, Engineering, and Math (STEM) as complex experiences with individual and systemic di-mensions. A challenge to teaching about marginalization is that learners might disengage from the unpleasant experience of listening to first-hand accounts of discrimination. A further challenge is encouraging learners to acknowledge their role in producing those harms. Through our design of playful, embodied interactions in vir-tual reality, the app effectively supports learners to remain engaged in listening to and learning about the marginalized other. As part of a design study, the first author interviewed participants over Zoom as they interacted with the VR game. In our analysis, we describe our interaction designs and connect these to analysis showing how participants reflect upon and use the interactions to move through the difficulties of listening to another's stories of marginalization.
UR - http://www.scopus.com/inward/record.url?scp=85129575457&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85129575457&partnerID=8YFLogxK
U2 - 10.1109/VRW55335.2022.00343
DO - 10.1109/VRW55335.2022.00343
M3 - Conference contribution
AN - SCOPUS:85129575457
T3 - Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022
SP - 984
EP - 985
BT - Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 12 March 2022 through 16 March 2022
ER -