Floreo VR and Google Arts & Culture platforms used as the VR social competence education materials¶
Design · All designs
Evidence · 4 claims (3 for, 1 mixed) · 1 study (1 causal),q3· 1 of 1 report an effect size · 4 claims rest on one study
Description¶
The intervention combined two VR applications across eight sessions. Floreo VR "teaches children social, behavioral, communication, and life skills through a range of simulations concerning children's daily life scenarios", delivered via Cardboard VR with instructor guidance; the research team selected only inclusive-learning modules since some are designed for children with autism spectrum disorder. Sessions 5–8 used Google Arts & Culture with Meta Quest 2 and Tablet VR for 360-degree videos, virtual museum tours, and cooperative games.
Design Implications¶
Context¶
Requirements¶
- Affordable VR gear (Cardboard VR, Meta Quest 2, Tablet VR) and an instructor who guides and interacts with the child while watching the same session on a tablet
Constraints¶
- Some Floreo VR modules are designed for children with autism spectrum disorder, so only relevant inclusive-learning modules were selected
Target Learners¶
- Rural elementary and middle school children aged 9–15 in Southwest China
Learning Goals¶
- Social competence: social skills, communication, and social knowledge in school and public settings
Claims¶
- Vr And Lego Sce Increase Elementary Social Competence [+M]
- Both VR and Lego social competence education increased rural elementary children's perceived social support across all three YSSQ domains (Study 1) [+W]
- In middle school children, VR-assisted SCE produced significantly greater gains than traditional classroom learning in general social competence and nonverbal sending skills (Study 2) [+W]
- Emotion regulation, utilization of social resources and objective social support showed no significant improvement under any pedagogy, and Lego did not differ significantly from other approaches, in middle school children [~W]
Related Designs¶
Examples¶
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Key Sources¶
- Xining Wang, Gareth W. Young, Adéla Plechatá, Conor Mc Guckin, Guido Makransky. (2023). Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds. Computers & Education. https://doi.org/10.1016/j.compedu.2023.104815
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
floreo-vr-arts-culture-sce-platforms |
title |
Floreo VR and Google Arts & Culture platforms used as the VR social competence education materials |
description |
The intervention combined two VR applications across eight sessions. |
status |
review |
generated |
by process:settle-candidates on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — xining-wang-2023 |
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