Event Information
Content and engagement: This Turbo Talk will be presented using PowerPoint and displayed on a large screen. First, the speaker will introduce the basis and inspiration that led to the development of this current method. Second, a few more key points will be referenced with supporting data. Several slides will explain the method of using the Virtual Reality headset, Bluetooth biofeedback device, and digital applications to gather data. Volunteers will be selected to demonstrate the equipment. Meanwhile, a few slides show photos of the events to demonstrate how the devices are used, along with quotes from surveys given to participants. In conclusion, the speaker will wrap up the presentation by explaining the need of this immersive learning technique to alleviate stress levels and create equity for HBCU by resolving the digital divide in a low-income area. The audience will be given about 10 minutes to ask questions and offer insightful suggestions.
Time: The first few minutes will include the introduction and explanation of the devices presented. Volunteers will be selected to experience the VR devices with the applications and biofeedback devices connected. The speaker will continue to discuss the project and the results. The last 10 minutes are reserved for audience suggestions and Q&A afterwards.
Process: The first few minutes of the Turbo Talk will be led by a student speaker, Lucy Gonzalez, using a PowerPoint presentation to introduce the beneficial use of a biofeedback device supplemented by a Virtual Reality gaming application and headset. The speaker will have the Virtual Reality headsets loaded with appropriate applications, iPads and biofeedback devices available on-hand for audience use. Volunteers will use the iPads and the biofeedback devices to demonstrate the ease in determining their current stress levels. The speaker will continue at intervals using the PowerPoint presentation to provide data and photos of events and discoveries made using this method. The last few minutes are reserved for the audience’s participation of questions and welcomed suggestions. A QR Code to the PowerPoint slideshow and references will be readily available and displayed for the audience.
References:
Bailenson, J., Yee, N., Blascovich, J., Beall, A., Lundblad, N., & Jin, M. (2008). The use of immersive virtual reality in the learning sciences: digital transformations of teachers, students, and social context. The Journal of the Learning Sciences, 17, 102-141.
Kumar, M., Sharma, S., Gupta, S., Vaish, S., & Misra, R. (2014b, January). Effect of stress on academic performance in medical students – a cross sectional study. The Official Journal of the Association of Physiologists and Pharmacologists of India. https://ijpp.com/IJPP archives/2014_58_1_Jan - Mar/2014_58_1_Full text_81-86.html
Robotham, D. Stress among higher education students: towards a research agenda. High Educ 56, 735–746 (2008). https://doi.org/10.1007/s10734-008-9137-1