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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>ORCID:</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Immersive Storytelling: Exploring the Potential of Virtual Reality to Develop Empathetic Awareness Among Students</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rhodora Abadia</string-name>
          <email>rhoda.abadia@unisa.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>International Conference on Persuasive Technology</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of South Australia</institution>
          ,
          <addr-line>Adelaide, South Australia , 5000</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
      </contrib-group>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>This study assesses immersive VR's impact on empathy in education using the Kokoda VR and the Kokoda 360° video in teaching Australian WWII history. Focusing on high school students familiar with the curriculum and international university students without prior knowledge, the research aims to explore VR's effectiveness in enhancing empathetic understanding. Results show that students using Kokoda VR exhibit significantly higher empathy levels than those experiencing the 360° video, highlighting VR's potential as an important tool for engaging historical narratives and emotional learning in diverse educational contexts.</p>
      </abstract>
      <kwd-group>
        <kwd>Immersive VR</kwd>
        <kwd>empathy</kwd>
        <kwd>immersive storytelling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>The Kokoda VR and Kokoda 360° video are two educational tools created to present a
pivotal moment in Australian WWII history. These tools, aligning with the Australian
curriculum, offer a narrative-driven experience with the user actively participating in the
events of the Kokoda campaign. The aim of these tools is to develop an awareness of the
significance of Kokoda, and also develop a greater empathetic awareness of the experience.
Students get to experience the environment and living conditions of the soldiers, nature of
the fighting, food shortages and supplies and what the soldiers were thinking based on the
historical extracts from Australian and Japanese soldiers’ diaries and notebooks.</p>
      <p>
        Research has shown that immersive technologies improve knowledge retention and
engagement [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In this paper, the focus is on the effects of immersive VR storytelling
on empathy on students. The study seeks to assess the broad applicability of VR for
increasing empathy as part of the learning process, and to enhance the generalizability of
the findings.
      </p>
      <p>2024 Copyright for this paper by its authors.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Methodology</title>
      <p>The Kokoda VR and 360° video were designed to fit Australian classroom schedule. It was
condensed into a 40-minute session covering 12 key scenarios. The Unity engine was used
to create interactive virtual environments, with Kokoda VR offering a particularly
immersive experience with high realism via VR headsets with 6 Degrees of Freedom. The
study engaged 79 students from diverse Australian high schools (49 students) and an Indian
university (30 students), whose students spoke English and were unfamiliar with the
Kokoda Campaign. The immersive VR experiment required a minimum 4x4 ft space for safe
VR use. A post-test tailored Kokoda empathy survey focused on the students' emotional
responses to the characters and events of the Kokoda VR were conducted.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Results and Conclusion</title>
      <p>An independent t-test was used to compare empathy scores between the experimental and
control groups involving all participants from high school and university. The results of the
experiment show that a VR learning environment with an immersive linear narrative can
increase the empathy (mean of 4.51 out of 5) compared to the same experience viewed in
360◦ video (mean of 4.0) with a Cohen D effect size of 0.85. Empathy for university
participants (both experimental and controlled) has highest mean scores (4.75 and 4.19,
respectively) compared to all other groups.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This research was supported in parts by funds received from the David A. Wilson Award for
Excellence in Teaching and Learning, which was created by the Laureate International
Universities network to support research focused on teaching and learning. Kokoda VR was
produced by the Australian Broadcasting Corporation in association with Torrens
University Australia and is available for free on the Steam Store:
https://store.steampowered.com/agecheck/app/739960/.</p>
    </sec>
  </body>
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