(Special Issue) Examining High School Students’ Intention to Use 3D VR Teaching Materials Against Substance Abuse
Author: Ying-Chieh Chang (Department of Health Promotion and Health Education, National Taiwan Normal University), Shih-Wen Wang (Department of Health Promotion and Health Education, National Taiwan Normal University), Li-Ting Lu (Department of Nursing, University of Kang Ning)
Vol.&No.:Vol. 66, No. 4
Date:December 2021
Pages:133-165
DOI:https://doi.org/10.6209/JORIES.202112_66(4).0005
Abstract:
Introduction
Despite preventive and intervention efforts against substance abuse for many years, the level of abuse among high school students in Taiwan has gradually increased. One potential solution is tapping into students’ capabilities of assimilating new technologies and their acceptance of teaching materials using animation media rendered in 3D virtual reality (VR). This study examined students’ intention to use anti-substance abuse 3D VR teaching materials and the factors affecting this use. Students experienced an immersive and interactive teaching method involving plot guidance using 3D VR. By combining education and entertainment, the aim was to increase students’ learning interest, enhance their knowledge and understanding of substances, strengthen their ability to refuse illicit substances, and heighten awareness against substance abuse. Policymakers can use these findings for designing preventive and intervention strategies against substance abuse in Taiwan.
Methods
Students from grades 1-3 of one high school were recruited as participants. School teachers or training instructors were requested beforehand to contact and invite the students to participate. After securing the students’ agreement, they were provided with the film “3D VR Teaching Materials on Substance Abuse” for learning purposes. Subsequently, in-depth interviews with 16 individual students (eight from each gender) were conducted (and recorded with a portable recorder) using sample selection based on the principle of data saturation.
To ensure data reliability, qualitative research experts coded a verbatim transcript to confirm coding reliability. Data triangulation was also adopted to verify content validity, including consistency of individual participants and among all participants. The discussion contents between teachers or training instructors, and participants before the interviews were also verified. During the analysis, meaningful sentences were identified, condensed, and coded according to their commonalities, classified inductively, and finally, distilled into themes.
The film used was based on “Preparing a Diversified Counseling Course Plan on Substance Abuse for University Students” by Professor Kuo’s research team from the National Taiwan Normal University. The planning and design of the 3D VR teaching materials, which consisted of five units, were based on the opinions of experts and scholars of prevention against substance abuse, and the characteristic needs of students addicted to substances.
Findings
Five interviewees had smoked tobacco products, two had consumed alcohol, and two chewed betel nuts, but none had any experience with substance abuse. Next, following repeated perusal of the interview materials and using the framework of the decomposed theory of planned behavior, the contents were summarized as follows: attitude toward 3D VR use, perceptual behavioral control (PBC), and subjective norms.
Discussion and Recommendations
Several studies have highlighted that technology-assisted teaching methods can increase students’ interest in learning. Particularly, the characteristics and interactivity of VR do not restrict the educational environment to book-based presentations.
i. Impact of students’ attitude toward 3D VR on their intention to use
High school students revealed their perceived usefulness of 3D VR during the interviews. After watching the film, they were aware of the pitfalls and symptoms of substance abuse and were prompted to reflect upon its life warnings. They acknowledged the perceived entertainment value of 3D VR and found the lessons in the film interesting. Some mentioned that the characters who attended the house party looked frightening. Fear is directly related to behavioral changes. Therefore, behavioral change can be precipitated through fear-arousal by casting characters with more terrifying appearances for the 3D VR media. Regarding 3D VR’s compatibility, participants found it to be very similar to Wii’s gameplay; notably, the screen operations were familiar and similar. However, several participants commented on their lack of prior experience in such technologies. To ensure participants’ familiarity with the operating interface, teachers can be requested to provide detailed guidance to participants, if needed. Under the technology acceptance model, users’ willingness to use information technology is analyzed through its perceived usefulness and usability. Users will positively evaluate technology with high entertainment values, leading to its increased utilization. Therefore, the use of 3D VR teaching materials against substance abuse may be more effective than traditional teaching methods.
ii. Impact of students’ PBC on their intention to use
Regarding self-efficacy, participants scored their level of self-confidence after completing the game on a scale of 1 to 10. Most participants scored eight or more, indicating that they had sufficient confidence. However, if the game is too simple and not sufficiently challenging, students’ interest in learning will wane. Therefore, a slight degree of difficulty should be maintained when designing the teaching materials that should not be challenging for high school students with strong learning abilities.
Beneficial conditions of resources increased students’ interest in learning with improved network connectivity and equipment upgrades. The aim is to improve learning motivation through technology and the willingness to learn through novel teaching materials. These factors enhance students’ sense of superiority when they use technology and increase their joy of sharing new knowledge with their peers.
iii. Impact of students’ subjective norms on their intention to use
Among subjective norms, the influence of significant others affected the intention of usage of 3D VR teaching materials. Parents were the most important ones, followed by the assisting instructors. Students expressed that the instructors’ patience and detailed assistance facilitated them in learning about anti-substance abuse. Notably, some students mentioned that some friends had used illicit substances like laughing gas (nitrous oxide). Future teaching materials can include this substance, and serve as a reference for operationalizing or further refining these materials.
Presently, 3D VR is widely used in the health sector, but not in the education sector due to funding issues. Importantly, substance abuse has increased as new illicit substances and with the continuous innovation of available substances. Therefore, two things are urgently needed: teaching materials that students are happy to learn from and ways of enhancing their ability to think critically. In this study, students were highly accepting of and strongly identified with the new teaching model involving 3D VR animation. The entertainment value of and learning motivation from these materials can be further increased by going online or gamification of these activities. Furthermore, materials can help improve students’ skills on ways to refuse substances and prevent and treat addictions, thereby strengthening their resilience.
Moreover, we need to connect family, school, community, and society for the optimal implementation effects. Unfortunately, the interviews revealed that the connection between youth and the influence of the community and society is lacking. Therefore, anti-substance abuse campaigns should be further extended so that their influence in the community and society is strengthened.
Furthermore, teaching materials on anti-substance abuse should be extended from in-person to digital formats, thereby confirming the learning habits of today’s students. With greater funding for software development, the image quality can be further refined and made more realistic. This will not only increase students’ enjoyment during the learning process but also improve their learning effectiveness. As substance abusers are becoming younger, the campaign can be extended to students of all ages.
In summary, innovative 3D VR teaching materials combining science and technology affect teenagers and can be a worthy area of future research, development, and promotion.
Keywords:3D virtual reality, anti-drug abuse course, usage intention, senior high school students, decomposed theory of planned behavior
《Full Text》
References:
- 王年燦、沈宛儒(2007)。走入虛擬藝術館。美育,157,26-33。【Wang, N.-T., & Shen, W.-J. (2007). Enter the virtual museum. Journal of Arts Education, 157, 26-33.】
- 王美智、宋慶禾(2020)。高中職生對於AR反毒桌遊之評價。健康生活與成功老化學刊,12(1),1-12。【Wang, M.-C., & Sung, C.-H. (2020). Evaluation of high school vocational students on the augmented reality board games to anti-Drug. Journal of Healthy Life and Successful Aging, 12(1), 1-12.】
- 王詩文、徐倩、林美玲、王美智、郭鐘隆(2019)。大學教育人員對於創新反毒教材推動之評價。健康生活與成功老化學刊,11(1),56-73。【Wang, S.-W., Xu, Q., Lin, M.-L., Wang, M.-C., & Guo, J.-L. (2019). Evaluation of university educators on the promotion of innovative anti-drug textbooks. Journal of Healthy Life and Successful Aging, 11(1), 56-73.】
- 余岱芬(2014)。民間機構戒毒中之K他命施用者生命歷程研究(未出版碩士論文)。國立中正大學。【Yu, T.-F. (2014). Ketamine abuse offenders’ perception of life courses in private drug rehab centers [Unpublished master’s thesis]. National Chung Cheng University.】
- 李景美、張鳳琴、苗迺芳、徐美玲、李淑卿、張瑜真、廖淑慎、廖瑢如、林世華、陳映廷、徐孟君、羅錦萍(2015)。陽光少年計畫─社區青少年藥物濫用預防模式。學校衛生,66,91-119。【Lee, C.-M., Chang, F.-C., Miao, N.-F., Shi, M.-L., Lee, S.-C., Chang, Y.-C., Liao, S.-S., Liao, J.-R., Lin, S.-W., Chen, Y.-T., Hsu, M.-C., & Lou, J.-P. (2015). Shining youth project: A community-based adolescent drug abuse prevention intervention model. Chinese Journal of School Health, 66, 91-119.】
» More
- 王年燦、沈宛儒(2007)。走入虛擬藝術館。美育,157,26-33。【Wang, N.-T., & Shen, W.-J. (2007). Enter the virtual museum. Journal of Arts Education, 157, 26-33.】
- 王美智、宋慶禾(2020)。高中職生對於AR反毒桌遊之評價。健康生活與成功老化學刊,12(1),1-12。【Wang, M.-C., & Sung, C.-H. (2020). Evaluation of high school vocational students on the augmented reality board games to anti-Drug. Journal of Healthy Life and Successful Aging, 12(1), 1-12.】
- 王詩文、徐倩、林美玲、王美智、郭鐘隆(2019)。大學教育人員對於創新反毒教材推動之評價。健康生活與成功老化學刊,11(1),56-73。【Wang, S.-W., Xu, Q., Lin, M.-L., Wang, M.-C., & Guo, J.-L. (2019). Evaluation of university educators on the promotion of innovative anti-drug textbooks. Journal of Healthy Life and Successful Aging, 11(1), 56-73.】
- 余岱芬(2014)。民間機構戒毒中之K他命施用者生命歷程研究(未出版碩士論文)。國立中正大學。【Yu, T.-F. (2014). Ketamine abuse offenders’ perception of life courses in private drug rehab centers [Unpublished master’s thesis]. National Chung Cheng University.】
- 李景美、張鳳琴、苗迺芳、徐美玲、李淑卿、張瑜真、廖淑慎、廖瑢如、林世華、陳映廷、徐孟君、羅錦萍(2015)。陽光少年計畫─社區青少年藥物濫用預防模式。學校衛生,66,91-119。【Lee, C.-M., Chang, F.-C., Miao, N.-F., Shi, M.-L., Lee, S.-C., Chang, Y.-C., Liao, S.-S., Liao, J.-R., Lin, S.-W., Chen, Y.-T., Hsu, M.-C., & Lou, J.-P. (2015). Shining youth project: A community-based adolescent drug abuse prevention intervention model. Chinese Journal of School Health, 66, 91-119.】
- 李慶長、張銀益、黃柏翔(2015)。以計畫行為理論探討穿戴型裝置的使用意圖─以Google眼鏡為例。電子商務研究,13(3),315-334。【Lee, C.-C., Chang, Y.-Y., & Huang, B.-S. (2015). Using the theory of planned behavior model to analyze the intention for wearable device: The case study of Google glass. Electronic Commerce Studies, 13(3), 315-334.】
- 李樂樂、陳漢瑛(2007)。臺北市高中職校春暉專案對學生有助益性反毒活動之研究。健康促進暨衛生教育雜誌,27,23-46。【Lee, L.-L., & Chen, H.-Y. (2007). A study on the helpfulness of anti-drug activities implemented among senior high/vocational schools in Taipei Municipal City. Health Promotion & Health Education Journal, 27, 23-46.】
- 李潤容(2017)。虛擬實境的沉浸感。電腦與通訊,170,12-16。【Lee, R.-R. (2017). The immersion of virtual reality. Journal of Information and Communications Technology, 170, 12-16.】
- 邱慧敏(2019)。建構虛擬實境訓練於長照機構老人的認知、動作控制和生活品質之成效探討(未出版碩士論文)。義守大學。【Chiu, H.-M. (2019). The effectiveness of the development of the virtual reality training intervention on cognitive function, motor control and quality of life in elderly residents of long-term care institutions of the discussion [Unpublished master’s thesis]. I-Shou University.】
- 林本炫(2004)。質性研究資料分析電腦軟體WinMax & ATLAS. ti操作手冊。教育社會學通訊期刊,54,3-17。【Lin, B.-S. (2004). Qualitative research data analysis computer software WinMax & ATLAS. ti operation manual. Educational Sociology Newsletter, 54, 3-17.】
- 林宗毅(2019)。3D VR園藝治療對老人身心健康之探討(未出版博士論文)。國立臺灣師範大學。https://doi.org/10.6345/DIS.NTNU. DHPHE.004.2019.F02【Lin, T.-Y. (2019). The effectiveness of 3D VR horticultural therapy on older adults’ physical and mental health [Unpublished doctoral dissertation]. National Taiwan Normal University. https://doi.org/10.6345/DIS.NTNU.DHPHE.004.2019.F02】
- 林美玲、黃久美、郭鐘隆(2019)。藥物濫用概念分析和問卷發展。藥物濫用防治,4(1),27-40。https://doi.org/10.6645/JSAR.201903_4(1).2【Lin, M.-L., Huang, C.-M., & Guo, J.-L. (2019). Drug abuse: Concept analysis and questionnaire development. Journal of Substance Abuse Research, 4(1), 27-40. https://doi.org/10.6645/JSAR.201903_4(1).2】
- 周碧瑟、劉美媛、王宗慧(1997)。臺灣地區在校青少年藥物濫用盛行率與危險因子的探討。學生輔導,50,34-41。【Chou, P.-C., Liu, M.-Y., & Wang, J.-H. (1997). A probe into the prevalence and risk factors of drug abuse among school adolescents in Taiwan. Student Guidance Bimonthly, 50, 34-41.】
- 孟維德(2017)。駐外國及國際組織執法聯絡官之分析與比較。刑事政策與犯罪防治研究專刊,14,35-51。【Mon, W.-T. (2017). The analysis and comparison of overseas liaison officer and liaison officer in international organization. Criminal Policies and Crime Prevention, 14, 35-51.】
- 郭鐘隆、梁志中、李子奇、呂莉婷、陳志哲(2018)。「建置大專校院藥物濫用學生多元輔導課程計畫」期末報告(教育部建置大專校院藥物濫用學生多元輔導課程計畫)。教育部。【Guo, J.-J., Liang, J.-C., Lee, C.-C., Lu, L.-T., & Chen, C.-C. (2018). The final report of the multi-counseling course plan for the establishment of colleges and universities for drug abuse students (The Ministry of Education establishes a multi-disciplinary program for drug abuse students in colleges and universities). Ministry of Education.】
- 許力云、牟鍾福(2018)。以科技接受模式、創新擴散探討Nike+ Running App的使用行為。休閒保健期刊,20,17-49。【Hsu, L.-Y., & Mou, C.-F. (2018). Using the technology acceptance model and innovative features to explore the intention of using Nike+ Running App. Leisure & Holisic Wellness, 20, 17-49.】
- 陳志哲、廖容瑜、張萩琴、黃久美、郭鐘隆(2016)。應用理論建構以3D虛擬實境為特色之教育介入對高中職濫用愷他命學生的成效。數位學習科技期刊,8(3),51-69。【Chen, C.-C., Liao, J.-Y., Chang, C.-C., Huang, C.-M., & Guo, J.-L. (2016). The intervention effectiveness of 3D virtual reality animation on senior high school students with ketamine use. International Journal on Digital Learning Technology, 8(3), 51-69.】
- 陳品妏(2012)。探討行動應用程式之使用意向影響因素─分解計劃行為理論觀點(未出版碩士論文)。國立中央大學。【Chen, P.-W. (2012). Examining consumers’ intention to use mobile phone applications: A decomposed theory of planned behavior perspective [Unpublished master’s thesis]. National Central University.】
- 曾靖越(2018)。無縫空間的沉浸感:虛擬實境。國教新知,65(3),105-120。https://doi.org/10.6701/TEEJ.201809_65(3).0008【Tseng, C.-Y. (2018). Immersive experience of seamless virtual space: Virtual reality. The Elementary Education Journal, 65(3), 105-120. https://doi.org/10.6701/TEEJ.201809_65(3).0008】
- 黃明媛(2018)。新北市中高齡者使用〔新北動健康〕行動應用程式行為意圖及其相關因素研究:解構計畫行為理論之應用(未出版碩士論文)。國立臺灣師範大學。https://doi. org/10.6345/THE.NTNU.DHPHE.028.2018.F02【Huang, M.-Y. (2018). The use intentions of “Fit For Age” mobile application among middle-aged adults in New Taipei City: An application of decomposed theory of planned behavior [Unpublished master’s thesis]. National Taiwan Normal University. https://doi.org/10.6345/THE.NTNU.DHPHE.028.2018.F02】
- 黃國權、李嘉富、張敏(2001)。MDMA快樂丸。臨床醫學,42(2),101-106。【Huang, G.-C., Li, J.-F., & Chang, M. (2001). MDMA: Methylene dioxymeth amphetamine. Clinical Medicine, 42(2), 101-106.】
- 黃敬婷(2015)。以解構式計畫行為理論探討大學生使用Web2.0平台於網路學習行為之研究(未出版碩士論文)。國立暨南國際大學。https://doi.org/10.6837/NCNU.2015.00266【Huang, C.-T. (2015). A study of college students’ behaviors of using Web2.0 technologies based on the decomposed theory of planned behavior [Unpublished master’s thesis]. National Chi Nan University. https://doi.org/10. 6837/NCNU.2015.00266】
- 馮擎(2016)。藉由3D虛擬實境頭戴式顯示器探討遊戲音樂之沉浸性(未出版碩士論文)。國立虎尾科技大學。【Feng, C. (2016). With 3 dimensions head-mounted display, exploring the immersion of game music [Unpublished master’s thesis]. National Formosa University.】
- 翁千惠(2007)。虛擬空間之空間感與存在感探討(未出版博士論文)。國立交通大學。【Weng, C.-H. (2007). A study on sense of space and presence in virtual space- cyberspace and immersive VR [Unpublished doctoral dissertation]. National Chiao Tung University.】
- 崔宇華、龐麗君(2020)。提升掃毒層級─成立總統府毒品防制委員會,預防新興毒品進入校園。臺灣教育評論月刊,9(2),103-108。【Cui, Y. H., & Pang, L.-J. (2020). Raise the level of anti-drugs: Establish the Presidential Office Drug Control Committee to prevent emerging drugs from entering the campus. Taiwan Educational Review Monthly, 9(2), 103-108.】
- 張芬芬(2010)。質性資料分析的五步驟:在抽象階梯上爬升。初等教育學刊,35,87-120。【Chang, F.-F. (2010). The five steps of qualitative data analysis: Climbing up a ladder of abstraction. Journal of Elementary Education, 35, 87-120.】
- 張訓譯(2018)。虛擬實境運用於教育場域可能面臨的問題。臺灣教育評論月刊,7(11),120- 125。【Chang, X.-Y. (2018). Problems that may be faced by the application of virtual reality in the educational field. Taiwan Educational Review Monthly, 7(11), 120-125.】
- 楊士隆、李志恒、謝右文、鄭元皓、林世智(2018)。新興毒品趨勢調查與防治對策之研究。刑事政策與犯罪防治研究專刊,19,37-55。https://doi.org/10.6460/CPCP.201812_(19).03【Yang, S.-L., Li, J.-H., Hsieh, Y.-W., Zheng, Y.-H., & Lin, S.-Z. (2018). Investigation of emerging drug trends and research on countermeasures. Criminal Policies and Crime Prevention, 19, 37-55. https://doi.org/10.6460/CPCP.201812_(19).03】
- 楊士隆、曾淑萍、戴伸峰、顧以謙、陳瑞旻(2017)。2016臺灣校園學生非法藥物使用之盛行率調查研究─以新北市、台中市、高雄市為例。藥物濫用防治,2(3),1-12。https://doi. org/10.6645/JSAR.2017.2.3.1【Yang, S.-L., Tzeng, S.-P., Tai, S.-F., Ku, Y.-C., & Chen, J.-M. (2017). A survey of prevalence of illegal drug use among students in Taiwan: Findings from New Taipei City, Taichung City and Kaohsiung City. Journal of Substance Abuse Research, 2(3), 1-12. https://doi.org/10.6645/JSAR.2017.2.3.1】
- 楊智傑(2019)。反毒小幫手:用於提倡反毒意識的聊天機器人(未出版碩士論文)。國立中央大學。【Yang, C.-C. (2019). Anti-drug friend: A chatbot for advocating the awareness of anti-drug [Unpublished master’s thesis]. National Central University.】
- 廖容瑜、黃久美、葉敏芳、姜智惠、郭鐘隆(2015)。Flash動畫融入國民中學藥物教育之成效。數位學習科技期刊,7(3),1-13。https://doi.org/10.3966/2071260X2015070703001【Liao, J.-Y., Huang, C.-M., Yeh, M.-F., Chiang, C.-H., & Guo, J.-L. (2015). The effectiveness of drug education integrating the flash animation among the junior high school students. International Journal on Digital Learning Technology, 7(3), 1-13. https://doi.org/10.3966/2071260X2015070703001】
- 樓永堅、曾威智(2016)。以後設分析法探討科技接受模式之研究。科技管理學刊,21(2),1-28。【Lou, Y.-C., & Tseng, W.-C. (2016). A study of technology acceptance model using meta-analysis. Journal of Technology Management, 21(2), 1-28.】
- 蔡田木、謝文彥、林安倫、連鴻榮(2019)。毒品防制及戒治成效評估之研究。矯政期刊,8(2),4-43。【Tsai, T.-M., Hsieh, W.-Y., Lin, A.-L., & Lien, H.-R. (2019). An assessment of the effects of drug prevention and therapeutic treatments in Taiwan. Journal of Corrections, 8(2), 4-43.】
- 蔡秉兼、李景美、苗迺芳、陳政友、何慧敏、魏秀珍、龍芝寧、蕭佩珍(2006)。運用電腦多媒體輔助教學於青少年物質濫用預防之介入研究。學校衛生,49,73-99。https://doi.org/10.30026/CJSH.200612.0005【Tsai, P.-C., Lee, C.-M., Miao, N.-F., Chen, C.-Y., Ho, H.-M., Wei, H.-C., Lung, C.-N., & Shiao, P.-C. (2006). CAI-based substance prevention intervention for high-risk adolescents. Chinese Journal of School Health, 49, 73-99. https://doi.org/10.30026/CJSH.200612.0005】
- 衛生福利部食品藥物管理署(2019)。107年全國物質使用調查結果。作者。https://www.mohw. gov.tw/cp-4255-48855-1.html【Taiwan Food and Drug Administration. (2019). 2018 national substance use survey results. Author. https://www.mohw.gov.tw/cp-4255-48855-1.html】
- 衛生福利部食品藥物管理署(2021)。藥物濫用案件暨檢驗統計資料【一○八年報分析】。作者。https://www.fda.gov.tw/tc/site.aspx?sid=10776【Taiwan Food and Drug Administration. (2021). 2019 Annual Report on “Drug Abuse Cases and Inspection Statistics”. Author. https://www.fda.gov.tw/tc/site.aspx?sid=10776】
- 謝伶瑜、廖彥琦(2016)。運用虛擬實境遊戲降低燒燙傷患者換藥疼痛之成效:系統性文獻回顧。台灣醫學,20(4),355-363。https://doi.org/10.6320/FJM.2016.20(4).3【Hsieh, L.-Y., & Liao, Y.-C. (2016). The effectiveness of virtual reality therapy to reduce pain during burn wound dressing changes: A systematic review. Formosan Journal of Medicine, 20(4), 355-363. https://doi.org/10.6320/FJM.2016.20(4).3】
- 謝薇瑩(2017)。應用解構式計畫行為理論探討穿戴式裝置使用意圖之影響因素─以Apple Watch為例(未出版碩士論文)。朝陽科技大學。【Sia, W.-Y. (2017). Applying decomposed theory of planned behavior on factors influencing consumer intention to use of wearable device: A case study of Apple Watch [Unpublished master’s thesis]. Chao-Yang University of Technology.】
- 顏正芳、羅文君、孫榕檀(2004)。應用多媒體教材於青少年俱樂部濫用毒品反毒宣導之成效。醫學教育,8(4),414-423。https://doi.org/10.6145/jme.200412_8(4).0006【Yen, C.-F., Lo, W.-C., & Sun, J.-T. (2004). Multimedia teaching materials for prevention of newly-risen illicit drugs use among. Journal of Medical Education, 8(4), 414-423. https://doi.org/10.6145/jme.200412_8(4).0006】
- 羅文君、顏正芳、張永源、張明永(2003)。高中學生對反毒宣導成效之自我評量。醫學教育,7(4),382-392。https://doi.org/10.6145/jme.200312_7(4).0006【Lo, W.-C., Yen, C.-F., Chang, Y.-Y., & Chong, M.-Y. (2003). Assessment of the effectiveness of anti-drug campaigns in senior high schools. Journal of Medical Education, 7(4), 382-392. https://doi.org/10.6145/jme. 200312_7(4).0006】
- Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211. https://doi.org/10.1016/0749-5978(91)90020-T
- Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Prentice-Hall.
- Borduin, C. M., Mann, B. J., Cone, L. T., Henggeler, S. W., Fucci, B. R., Blaske, D. M., & Williams, R. A. (1995). Multisystemic treatment of serious juvenile offenders: Long-term prevention of criminality and violence. Journal of Consulting and Clinical Psychology, 63(4), 569-578. https://doi.org/10.1037/0022-006X.63.4.569
- Burdea, G., & Coiffet, P. (2003). Virtual reality technology. Presence: Teleoperators & Virural Environments, 12(6), 663-664. https://doi.org/10.1162/105474603322955950
- Cheung, R., Chan, S., Lee, J., Pang, A., Choy, K., & Chung, T. (2011). Urinary symptoms and impaired quality of life in female ketamine users: Persistence after cessation of use. Hong Kong Medical Journal, 17(4), 267-273.
- Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 903-1028. https://doi.org/10.1287/mnsc.35.8.982
- Heim, M. (1993). The essence of VR. Idealistic Studies, 23(1), 49-62. https://doi.org/10.5840/idstudies19932312
- Jang, M.-Y., Long, C.-Y., Chuang, S.-M., Huang, C.-H., Lin, H.-Y., Wu, W.-J., & Juan, Y.-S. (2012). Sexual dysfunction in women with ketamine cystitis: A case-control study. BJU International, 110(3), 427-431. https://doi.org/10.1111/j.1464-410X.2011.10780.x
- Kandel, D. B., & Andrews, K. (1987). Processes of adolescent socialization by parents and peers. International Journal of the Addictions, 22(4), 319-342. https://doi.org/10.3109/10826088709027433
- Keefe, K. (1994). Perceptions of normative social pressure and attitudes toward alcohol use: Changes during adolescence. Journal of Studies on Alcohol and Drugs, 55(1), 46-54. https://doi.org/10.15288/jsa.1994.55.46
- Lesueur, F. E.-K., Bolze, C., & Melchior, M. (2018). Factors associated with successful vs. unsuccessful smoking cessation: Data from a nationally representative study. Addictive behaviors, 80, 110-115. https://doi.org/10.1016/j.addbeh.2018.01.016
- Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141-1164. https://doi.org/10.1007/s11423-018-9581-2
- Moon, J.-W., & Kim, Y.-G. (2001). Extending the TAM for a world-wide-web context. Information & Management, 38(4), 217-230. https://doi.org/10.1016/S0378-7206(00)00061-6
- Scheier, L. M., Newcomb, M. D., & Skager, R. (1994). Risk, protection, and vulnerability to adolescent drug use: Latent-variable models of three age groups. Journal of Drug Education, 24(1), 49-82. https://doi.org/10.2190/2MJD-Y7UK-ANYM-VK3A
- Segawa, T., Baudry, T., Bourla, A., Blanc, J.-V., Peretti, C.-S., Mouchabac, S., & Ferreri, F. (2020). Virtual reality (VR) in assessment and treatment of addictive disorders: A systematic review. Frontiers in Neuroscience, 13. https://doi.org/10.3389/fnins.2019.01409
- Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators & Virtual Environments, 9(5), 413-434. https://doi.org/10.1162/105474600566925
- Slavin, R. E. (2018). Educational psychology: Theory and practice. Pearson.
- Taylor, S., & Todd, P. A. (1995). Understanding information technology usage: A test of competing models. Information Systems Research, 6(2), 85-188. https://doi.org/10.1287/isre.6.2.144
- United National Office on Drug Crime. (2021). World drug report 2021. https://wdr.unodc.org/wdr2021/
- Yu, W.-L., Cho, C. C.-M., Lung, P. F.-C., Hung, E. H.-Y., Hui, J. W.-Y., Chau, H. H.-L., Chan, A. W.-H., & Ahuja, A. T. (2014). Ketamine-related cholangiopathy: A retrospective study on clinical and imaging findings. Abdominal Imaging, 39, 1241-1246. https://doi.org/10.1007/s00261-014-0173-2