Eliciting Co-Creation Best Practices of Virtual Reality Reusable e-Resources
Abstract
:1. Introduction
1.1. Co-Creation as Method towards Improved Sustainable Development
1.2. Implementing the Eightfold Policy Analysis Framework towards a Set of Best Practices for Co-Creative VR Content Production
2. Materials and Methods
2.1. Define the Problem
- Understand user abilities and assert the usage schedule/integration.
2.2. Assemble the Evidence
2.3. Construct Alternatives
2.4. Policy Alternatives
2.4.1. Maintain Standard Development Pipeline
2.4.2. Stakeholders’ Co-Design of Educational Resources
2.4.3. Crowdsource Resource Design
2.4.4. Buy-in Services from Companies
- They have the capacity to create custom packages for medical learners specific to the intended learning target.
- They have rapid development and turnaround, with the ability to support during and after resource implementation.
- They have expert insight which may improve the initial plan and output of the learning resource.
2.5. Select the Criteria
- Financial Efficacy. This is an aspect focusing on the economy of resources both human and technological. Such an evaluation utilizes a cost-benefit analysis considering several factors (c.f. the analysis conducted in [13]). These factors are (a) actual costs accrued, (b) audience size and re-usability/repurposing ability of the resources, and (c) the validity of the resource across multiple curricular instances (i.e., the ability for the resource to be used “as is” in several consecutive or not semesters of training.
- Technical efficacy and acceptance, focusing on optimization of the VR experience. This includes usability testing and user experience optimization. Such an effort uses instruments such as SUS [81] and a modified TAM instrument [82]. It must be noted that technical evaluation in the context of CoViRR does not involve VR device evaluation. Thus, its focus stays in the flow and implementation of the resources themselves in multiple VR platforms if this becomes possible.
- Pedagogical efficacy and acceptance, focusing on validating the resources as instruments in specific educational episodes. This includes knowledge retention assessment as well as student engagement and acceptance of the resource. Pedagogical evaluation involves both qualitative and quantitative methods and aims to explore the value of the created resources as both a knowledge transfer vehicle, as well as a summative assessment instrument. Validated methods for such an evaluation includes OSCEs and e-OSCEs [83].
- Stakeholder acceptance/Curriculum feasibility evaluation, focusing on the capacity of the resources to be integrated into medical curricula without extensive institutional or technical overheads. This axis is more of an integrative, meta-evaluation axis, considering learner and educator digital literacy, technology readiness levels of the supporting institutions, as well as financial and administrative considerations. As such, it is best explored using qualitative instruments like semi-structured interviews, heuristics, and focus group sessions [84,85], which can best capture tacit, along with formal, aspects of curriculum integration.
3. Results
3.1. Project the Outcomes
- Assess impact on curriculum. The content creation methodology affects the curriculum both implicitly but also directly. Implicitly, changes in the development and deployment methodologies may produce variations in the quality of the content delivered. For these cf. the third section of this step “Assess quality of resources development”. Direct impact to the curriculum from the development process comes from the tacit training that co-creation provides to the personnel that takes part in the process. It is not uncommon for students and learners to gather novel insights into the subject matter after the relevant co-creation workshops. In that context, co-creation and crowdsourced approaches may lead to a more direct positive curriculum impact.
- Assess speed of resource development. Speed of resource development is the core advantage of the co-creation and crowdsourcing approaches. Distributing the design load and having immediate access to high-quality feedback provides concrete advantages compared to the other methods.
- Assess quality of resource development. Co-creation and crowdsourcing of educational resources require rigorous quality control provisions to maintain the required level of quality for curricular integration. Company buy-in services on the other hand have an administrative overhead similar to that of the current methodology, given the fact that developed resources have to go back and forth between the developer and the client for QA and approval.
- Assess cost of resource development. Together with the speed of resource development, the cost is also an aspect that benefits from co-creation and crowdsourcing. Overheads for iterative design are alleviated since the requirements elicitation comes interactively from the stakeholders themselves without costly pre-production overheads and a subsequent reduction of iterations required for a finished resource.
- Assess the level the resources are tailored to the need of the learners. In that aspect, participatory design methods come ahead even from crowdsourcing because the collaborative creative process inherently adapts resources at the most fundamental level, design. As such, adaptability to the learner’s needs is best served through this methodology.
- Assess the repurposing ability of resources developed in each methodology. Both crowdsourcing and co-creation approaches leverage heavily open access technologies and repurposing architectures. In that context, resources developed through these processes have increased re-purposing capacity than those developed through the standard development pipeline or the buy-in approach from companies.
3.2. Confronting the Trade-Offs
- Digital skills overheads. Introducing a co-creative approach or crowdsourcing for VR content development, inherently increases the digital overheads that learners and educators incur in order to be able to participate in the process. However, as overall digital literacy increases and with the advent of visual creative tools, such overheads are diminished.
- Systemic changes in the academic world. Participatory design methods require quite a paradigm shift in the academic world. A resource developed from either a buy-in company or the standard development pipeline carries the quality assurance of an officially recognized entity. Co-created or crowdsourced material is, at times, viewed with suspicion, since the question of quality is not a foregone conclusion. Systemic changes in the academic world, including validating bodies for resource fidelity or at least an institutional auditing system for such resources are useful to alleviate doubts about the validity of such resources.
- Variable fidelity of resources. Co-created resources fidelity can be widely varied addressing the needs of the targeted. While a constant standard of technical fidelity is not always required (low-fi resources targeted at specific use cases can be very effective). In these cases, what becomes crucial is a solid visible and highly transparent QA system embedded in the whole co-creation process to both validate the resource but also certify the created resource against specific use cases and target groups.
4. Discussion
4.1. Decision Making
- Even though co-creative VR resource implementation approaches have some advanced digital literacy overheads, they are an effective pathway to the prolific use of immersive media in medical education.
- Participatory design methods should be introduced to educators and learners always in conjunction with a training framework in the supporting and enabling technologies that are required for them.
- Co-creative resource development should always consist of rapid iteration cycles with design and development closely engaging all stakeholder teams to maintain educational and not just technical quality.
- Co-creative resource development should embed in every iteration a quality assurance process that (a) maintains a required level of technical and topical fidelity and (b) certifies resources against specific educational use cases, target groups, or even discrete episodes of learning.
- Co-creative resource development should be identified as a bespoke active learning and training activity a bespoke learning modality as participatory knowledge transfer proves to be a valuable educational experience.
4.2. Best Practices for the Co-Creation of VR Resources in Conjunction with Other Guidelines and Frameworks
5. Conclusions
Sharing the Results of the Process
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Define the problem |
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Assemble the evidence |
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Construct alternatives |
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Select the criteria |
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Project the outcomes |
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Confronting the trade-offs |
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Decision Making |
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Sharing the results of the process |
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Policy | Description | References |
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Maintain the standard development pipeline (status quo) | In-house development of VR resources using topical experts for consultation and technology experts for design and implementation, with external assistance where required | [13,47,55,56,57,58] |
Alternatives | ||
Educators and technologists co-design resources | Educators and or learners collaborate to design the educational material. Technologists provide infrastructure for collaborative VR resource design and implementation. (e.g., user-friendly editing environments, new asset creation, etc.) | [35,36] |
Crowdsource resource design | Similar to the co-creative approach, the design process is distributed amongst educators. Technical implementation is conducted by interested members of the technologists’ community through social media engagement and smaller, usually community-based or “in-kind” reimbursement. | [59,60,61,62,63,64,65,66,67,68,69,70,71,72,73] |
Buy-in services from companies | Similar to status quo. Core difference is that technical implementation is conducted through a different business entity, which elicits design requirements from the educational institution |
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Antoniou, P.E.; Pears, M.; Schiza, E.C.; Frangoudes, F.; Pattichis, C.S.; Wharrad, H.; Bamidis, P.D.; Konstantinidis, S.T. Eliciting Co-Creation Best Practices of Virtual Reality Reusable e-Resources. Virtual Worlds 2023, 2, 75-89. https://doi.org/10.3390/virtualworlds2010005
Antoniou PE, Pears M, Schiza EC, Frangoudes F, Pattichis CS, Wharrad H, Bamidis PD, Konstantinidis ST. Eliciting Co-Creation Best Practices of Virtual Reality Reusable e-Resources. Virtual Worlds. 2023; 2(1):75-89. https://doi.org/10.3390/virtualworlds2010005
Chicago/Turabian StyleAntoniou, Panagiotis E., Matthew Pears, Eirini C. Schiza, Fotos Frangoudes, Constantinos S. Pattichis, Heather Wharrad, Panagiotis D. Bamidis, and Stathis Th. Konstantinidis. 2023. "Eliciting Co-Creation Best Practices of Virtual Reality Reusable e-Resources" Virtual Worlds 2, no. 1: 75-89. https://doi.org/10.3390/virtualworlds2010005
APA StyleAntoniou, P. E., Pears, M., Schiza, E. C., Frangoudes, F., Pattichis, C. S., Wharrad, H., Bamidis, P. D., & Konstantinidis, S. T. (2023). Eliciting Co-Creation Best Practices of Virtual Reality Reusable e-Resources. Virtual Worlds, 2(1), 75-89. https://doi.org/10.3390/virtualworlds2010005