Six Power Steps: Implementing a Neurolinguistic Programming Technique in a Virtual Reality Game to Reduce Anxiety among University Students

Authors

  • Amany Alkhayat, Teachers College, Columbia University, New York, United States
  • Orchida Fayez Teachers College, Columbia University, New York, United States
  • Hala Ismail Teachers College, Columbia University, New York, United States
  • Abdullah Bamashmus Teachers College, Columbia University, New York, United States

DOI:

https://doi.org/10.56198/ITIG2PPD4

Keywords:

Neurolinguistic Programming, Virtual reality, Anxiety, Intervention

Abstract

This session addresses the implementation of Six Power Steps, a VR game that was designed in 2020 to manage pandemic-induced anxiety that affects students’ mental health. As the pandemic forced many Higher Education institutions globally to shut down and deliver classes via video conferencing tools, students encountered several challenges including anxiety which hampered the learning process. Funded by the COVID19 Emergency Research Program at Prince Sultan University in Saudi Arabia, Six-Power Steps merged affordances of virtual reality and Neuro-Linguistic Programming (NLP) intervention techniques to empower students and enhance their academic skills by reducing anxiety.

References

Slater, M., Usoh, M.: Presence in immersive virtual environments. In Proceedings of IEEE virtual reality annual international symposium, 90-96 (1993).

Jerald, J.: The VR book: Human-centered design for virtual reality. Morgan & Claypool (2015).

Drigas, A., Mitsea, E., Skianis, C.: Neuro-Linguistic Programming, Positive Psychology and VR in Special Education. Scientific Electronic Archives, 15(1) (2022).

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Published

17-06-2023

How to Cite

Six Power Steps: Implementing a Neurolinguistic Programming Technique in a Virtual Reality Game to Reduce Anxiety among University Students. (2023). Immersive Learning Research - Practitioner, 1(1), 84-85. https://doi.org/10.56198/ITIG2PPD4

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