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- Type:
- Document
- Description/Abstract:
- An exploration of the use of virtual reality technology in the context of diversity and inclusion training. This manuscript describes two studies: Study 1 was longitudinal and investigated the impacts of a VR-based bias training. Cognitive and affective empathy levels and impact on behavior, attitude, and knowledge before and after the training were measured to test the hypotheses that (H1) cognitive empathy levels would increase and (H2) individuals with higher initial levels of empathy would demonstrate more pronounced changes in cognitive empathy following the training. H1 was supported but larger changes were found in affective empathy levels. H2 was also supported as individuals with higher initial empathy levels showed higher levels of cognitive empathy after the training compared to individuals with lower initial empathy levels. However, again, larger differences were found in affective empathy levels. Qualitative data revealed a lasting impact nine weeks after the training that was not present in the quantitative data. Study 2 surveyed healthcare professionals who previously participated in a VR-based DEI training that focused on social determinants of health and empathy in healthcare professionals. The purpose of this study was to gain insight into the longitudinal impacts of a VR-based DEI training by gathering qualitative data from the participants at least a year after they went through the training. The respondents reported a lasting influence from the training. Reasons for the discrepancy between the qualitative and quantitative results are discussed as are implications for organizations and future DEI training development and research.
- Creator/Author:
- Mason, Lauren
- Submitter:
- Lauren Mason
- Date Uploaded:
- 02/08/2023
- Date Modified:
- 02/08/2023
- Date Created:
- 2022
- License:
- Attribution 4.0 International
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- Type:
- Student Work
- Description/Abstract:
- The purpose of this capstone was to organize and pursue the creation of a Dialogue in the Dark exhibition in Cincinnati. Dialogue in the Dark is an organization that, since 1988, has internationally utilized exhibits that allow visitors to be led through an hour long simulation of blindness as lead by a visually impaired guide through four pitch back simulated environments. The purpose of this exhibit is twofold. In an immediate sense it is meant to demonstrate to visitors that those who we often marginalize due to their disabilities are in fact quite capable, effectively serving as a platform to recognize, address, and overcome problems created by perceived "otherness". The larger lessons derive from experiencing a profoundly different reality than is normally accessible in terms of both the specific type of experience and the degree of contrast of realities it poses. Such jarring experiences open a brief window for dialogue. Drawing from actor-network theory, various principles and techniques from action research, and from fields such as organizational psychology, visual anthropology, and sociology, this capstone contains workable processes and objectives relevant to both the creation of a Cincinnati based Dialogue in the Dark and the framework for a Coalition for Community Action and Cooperation. These processes and objectives are to be constantly ongoing in development, and are only rudimentary in presentation style. Additionally, this project contains a reflection on both the process of bringing Dialogue in the Dark to Cincinnati thus far, a discussion of post-capstone plans for Dialogue in the Dark, and, in the spirit of demonstrating my BIS inspired work in general, a condensed introduction to my “Theory of Grand Irrationality” and my “Social Pulse Theory”, both of which are central starting points for the grad school experience I am both seeking and planning.
- Creator/Author:
- Turner, Grant
- Submitter:
- Grant Turner
- Date Uploaded:
- 06/18/2020
- Date Modified:
- 10/07/2020
- Date Created:
- 2014
- License:
- All rights reserved