Virtual reality in school-based health promotion: a mixed-methods evaluation of adolescent alcohol, vaping, and other drug use prevention
Chengzi Jiang, Pamela Saleme, Timo Dietrich, James Durl

TL;DR
This study shows that virtual reality can help students learn to resist peer pressure and make better choices about drug use in a realistic and engaging way.
Contribution
The study introduces a novel VR intervention for preventing adolescent substance use through immersive, interactive scenarios.
Findings
Students found the VR experience immersive and useful for practicing peer resistance and evaluating risky behaviors.
Teachers considered VR a valuable tool for enhancing health education and promoting reflection and discussion.
Thematic analysis emphasized the importance of realism and interactivity in student engagement.
Abstract
School-based health promotion is a key setting for fostering positive youth health behaviours. Digital and immersive technologies offer promising opportunities to engage young people. This study explores a virtual reality (VR) intervention designed to prevent alcohol, vaping, and cannabis use among secondary school students. The intervention allowed students to navigate realistic, branching scenarios simulating peer pressure and substance use, aiming to enhance refusal strategies, critical thinking, and decision-making skills. A mixed-methods evaluation involving 277 students and nine teachers across four Australian schools was conducted. Postintervention surveys assessed engagement, immersion, emotional responses, and skill development, while focus groups and interviews explored participant experiences. Results indicate that students found the VR experience immersive and valuable,…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Pediatric Pain Management Techniques · Educational Games and Gamification
