Didactic Planning of VR Alcohol Resistance Training Tool for Adolescents

Patricia Bianca Lyk, Gunver Majgaard*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review


This article explores didactic planning in relation to 360-degree virtual reality through the application PartyLab (ed. In Danish FestLab). PartyLab is a Danish educational 360-degree application for alcohol prevention for young adults (ages 15 to 17). The application is used in a virtual reality headset, which results in an immersive experience with an intense feeling of presence. The application consists of 125 different 360-degree movie sequences, which students steer through, through choice making. Hereby students get the opportunity to experiment with alcohol in a safe environment and test different approaches towards consuming alcohol. This results in each user having a unique experience. It is examined how didactic material can be designed to support the experiential learning that takes place in the application. The material is designed through an iterative process with evaluation by schoolteachers, SSPs (a unit of collaboration between schools, social services, and police) and later in a real-life setting in schools. This paper describes the first two iterations, which contain the development of the first edition of the teaching material, evaluation by schoolteachers and adaption of the material followed by evaluation of SSPs. The current material consists of a learning guidance that will enable the general schoolteacher to facilitate the learning course (including the use of VR headsets) and students' assignments to support the learning in the application. It was found that a very thorough guide for the teachers running the course is necessary, due to little or no experience with virtual reality and limited time for preparation. Moreover, using the application several times, with room for reflection on class and assignments on blood alcohol concentration could enhance students learning. Moreover, it was found, that assignments on alcohol consumption should be carefully introduced and not deal with high intake of alcohol, as it could create an incorrect worldview and thus promote alcohol consumption instead of preventing it.

Original languageEnglish
Title of host publicationProceedings of the 15th European Conference on Game Based Learning ECGBL 2021
EditorsPanagiotis Fotaris
PublisherAcademic Conferences and Publishing International
Publication dateSept 2021
ISBN (Electronic)978-191458712-2
Publication statusPublished - Sept 2021
Event15th European Conference on Game Based Learning - Brighton, United Kingdom
Duration: 24. Sept 202025. Sept 2020


Conference15th European Conference on Game Based Learning
Country/TerritoryUnited Kingdom
SeriesProceedings of the European Conference on Games-based Learning


  • 360-degree video
  • Alcohol
  • Didactics
  • Experiential learning
  • Game-based learning
  • VRLE
  • Virtual reality


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