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Development of a Virtual Reality Assessment of Everyday Living Skills
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Safe@Campus Virtual Reality Training for Campus Shooting Preparedness: Prototype Development and Usability Study.

Jingzhen Yang1,2, Hannah P Schneider1, Krista K Wheeler1

  • 1Center for Injury Research and Policy, Abigail Wexner Research Institute, Nationwide Children's Hospital, Columbus, OH, United States.

JMIR Formative Research
|April 30, 2026
PubMed
Summary
This summary is machine-generated.

Virtual reality (VR) training effectively prepares university students for campus shooting threats, enhancing situational awareness and decision-making. This engaging, immersive approach addresses gaps left by traditional drills, proving feasible and acceptable for students.

Keywords:
active shooter eventsfirearm violencefirearmsstudentsvirtual reality

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Area of Science:

  • Emergency preparedness and response
  • Human-computer interaction
  • Educational technology

Background:

  • Campus shootings cause significant trauma and disruption.
  • Traditional K-12 active shooter drills are inadequate for university settings.
  • Virtual reality (VR) offers immersive training for high-stress events.

Purpose of the Study:

  • Develop and evaluate Safe@Campus, a VR prototype for university active shooter preparedness.
  • Assess the usability and feasibility of VR training for students.
  • Incorporate stakeholder and user feedback for prototype refinement.

Main Methods:

  • User-centered design across two phases: stakeholder interviews and prototype refinement, followed by student focus groups.
  • Developed a 360-degree VR prototype with branching scenarios based on the "run, hide, or fight" framework.
  • Analyzed focus group transcripts using constant comparative methods to identify themes.

Main Results:

  • Students found K-12 drills unrealistic and insufficient for university environments.
  • A strong need for university-specific, standardized active shooter training was identified.
  • VR training was perceived as highly engaging, realistic, and effective for decision-making.

Conclusions:

  • Safe@Campus is a feasible, acceptable, and engaging VR solution for campus shooting preparedness.
  • The immersive, decision-driven VR format effectively builds practical skills.
  • Future work should enhance interactivity, expand scenarios, and conduct larger trials.