Ethnoacting in VR: Co-Creating an Experiential Growth Mindset Intervention with Racially Diverse and Under-Resourced Youth

Last registered on October 05, 2025

Pre-Trial

Trial Information

General Information

Title
Ethnoacting in VR: Co-Creating an Experiential Growth Mindset Intervention with Racially Diverse and Under-Resourced Youth
RCT ID
AEARCTR-0016898
Initial registration date
September 28, 2025

Initial registration date is when the trial was registered.

It corresponds to when the registration was submitted to the Registry to be reviewed for publication.

First published
October 01, 2025, 7:47 AM EDT

First published corresponds to when the trial was first made public on the Registry after being reviewed.

Last updated
October 05, 2025, 10:03 AM EDT

Last updated is the most recent time when changes to the trial's registration were published.

Locations

Primary Investigator

Affiliation
University of East London

Other Primary Investigator(s)

PI Affiliation
PI Affiliation
PI Affiliation
PI Affiliation

Additional Trial Information

Status
In development
Start date
2026-09-01
End date
2027-08-31
Secondary IDs
Prior work
This trial does not extend or rely on any prior RCTs.
Abstract
Researchers and culturally diverse, under-resourced youth in Newham and Pimlico, including vulnerable children in care and participants in Pimlico Foundation’s mentoring programme, co-create a Growth Mindset Intervention (GMI) combining virtual reality and live performance. Youth step into VR to voice role models they choose themselves, from Nelson Mandela to influencers, fostering growth mindset development. Grounded in Interacting Cognitive Subsystems theory, the intervention overcomes limitations of typical classroom GMIs by activating cognitive, emotional, and embodied learning, promoting deep engagement, self-reflection, and internalised perseverance (see pilot findings with Newham Council’s Youth Empowerment Service: https://cordap.uel.ac.uk/dataset/east-london-heroes-pilot-empowering-newham-youth-using-ethnoacting-in-vr-for-growth-mindset). This trial supports optimisation and rigorous evaluation.

Building on the latest systematic review of Growth Mindset Interventions (Jiang, 2024: 268), our project addresses key gaps:

Impact on young people
1. Does Ethnoacting in VR increase growth-mindset scores, reflecting the belief that intelligence and social circumstances can develop?
2. How does it affect resilience, self-reflexivity, and willingness to embrace challenge or failure?
3. Are wellbeing indicators, such as anxiety about failure, reduced?
4. Are improvements sustained at follow-up?

Intervention design
5. How do VR immersion and ethnoacting interact to boost motivation and perspective-taking?
6. Which elements, role models, cultural relevance, interactive VR, most drive engagement?
7. How can experiential VR elements complement typical classroom methods?

Cultural relevance and equity
8. Does co-design with diverse youth enhance belonging and identification with role models?
9. How does it support equitable educational and career aspirations?

Implementation and scalability
10. What practical factors affect fidelity, accessibility, and sustainability?
11. Can it be adapted for other regions, age groups, or one-to-one mentoring?

Mixed-method evaluation, pre/post surveys, focus groups, and observations, will provide a robust evidence base.

Clinical psychology shows that a growth mindset improves youth outcomes beyond academics, reducing psychological distress and strengthening self-regulation (Burnette et al., 2020; 2023). Growth Mindset Interventions (GMIs) can also narrow poverty-related achievement gaps (Claro et al., 2016). It is therefore crucial to examine how GMIs support social and emotional wellbeing in under-resourced, culturally diverse settings.

Newham, one of the UK’s youngest, most diverse, and migrant-populated boroughs, illustrates this need. Over 40% of its residents identify as Asian and 18% as Black, figures far above the national averages, while many neighbourhoods experience high levels of deprivation. Pimlico, in the City of Westminster, combines areas of significant wealth with pockets of deprivation, where schools often require additional support for vulnerable youth. Culturally relevant and racially diverse interventions improve life chances and address structural disadvantage, while also enhancing welfare and protecting young people from involvement in crime.

This project will co-develop a GMI with young people at Newham Council’s Youth Empowerment Service, combining virtual reality and performance for the first time. Co-creation empowers participants and fills research gaps by:
1. focusing on challenged populations,
2. integrating youth feedback through mixed methods, and
3. advancing experiential approaches (Jiang 2024).

This work enhances Newham’s growth mindset curriculum (2023: 27) with embodied, digital, and participatory elements; supports Newham Council’s youth health and wellbeing strategy (2024); reinforces Pimlico Foundation’s youth empowerment initiatives in collaboration with Westminster Council, local schools, and the police (https://pimlicofoundation.co.uk); aligns with the National Youth Strategy’s call to strengthen local services (DCMS, 2024); and follows the National Youth Agency’s Curriculum Framework (2024), offering scalable practices for racially diverse communities across the UK.
External Link(s)

Registration Citation

Citation
Stamatiou, Evi et al. 2025. "Ethnoacting in VR: Co-Creating an Experiential Growth Mindset Intervention with Racially Diverse and Under-Resourced Youth." AEA RCT Registry. October 05. https://doi.org/10.1257/rct.16898-1.3
Experimental Details

Interventions

Intervention(s)
This preliminary study will test the co-created Ethnoacting in VR for Growth Mindset (EthnoVR-GMI), developed with youth from Newham and Pimlico, against a traditional classroom-based Growth Mindset Intervention (GMI). Both aim to strengthen growth mindset and resilience among culturally diverse, under-resourced, and vulnerable youth.

Using a pre-post, follow-up, randomised controlled mixed-methods design, 150 participants aged 12–15 will be randomly assigned (1:1) to the VR or traditional intervention. Participants will also co-create the VR experience through participatory action research during pre-production and production stages. The study will run with three cohorts, or four if recruitment targets are not met.

Impact will be measured with the Implicit Theory of Intelligence Scale (ITIS) (Dweck & Henderson, 1988), with some questions adapted to address limitations identified by Ortiz Alvarado et al. (2024); the Beliefs About Social Mobility Scale (Browman et al., 2017; https://sparqtools.org/mobility-measure/beliefs-about-social-mobility-scale/#all-survey-questions-teens); and the “Kind of Person” Implicit Theory Scale (Dweck, 2013; https://sparqtools.org/mobility-measure/kind-of-person-implicit-theory-scale/). Quantitative data will be collected via Qualtrics and analysed using analysis of variance (ANOVA).

Qualitative data from focus groups (n = 12–13) and participant observation will be coded in NVivo, centring youth creativity and ensuring every participant has a voice. Sessions will be filmed for observational analysis and a short documentary for dissemination.

The PI will lead data collection, supported by Newham’s Youth Empowerment Service and Pimlico Foundation in recruitment and VR co-design.
Intervention Start Date
2026-09-01
Intervention End Date
2027-08-31

Primary Outcomes

Primary Outcomes (end points)

The study is expected to show significant increases in growth mindset scores for the intervention group, sustained at follow-up. Beyond measurable effects, the participatory design will empower youth, demonstrate the feasibility of performative, digital, immersive interventions, and create scalable practices for racially diverse, under-resourced communities. The Ethnoacting in VR for Growth Mindset programme will be freely available to local youth services and schools across the UK.
Primary Outcomes (explanation)

Secondary Outcomes

Secondary Outcomes (end points)
A framework for creative interventions can be used to support the arts sector in using social science methodologies to design and test interventions, evidencing impact through robust data.
Secondary Outcomes (explanation)

Experimental Design

Experimental Design
Timeline and Methods

September 2026 – Recruitment
Newham and Pimlico youth will be informed through YES and Pimlico Foundation, respectively, and provided with consent forms (including parental consent). After forms are returned, participants will be randomly allocated in Excel to the control or intervention group and receive their schedules.

October 2026 – Introductory Session x 3 cohorts (50 participants per cohort)
Both groups (25 each) in each cohort attend a two-hour session. After completing pre-tests on the three scales and two short qualitative questions (30 min), they hear a lecture on growth mindset, academic achievement, wellbeing, and career preparedness (40 min). Following a brief break, they contribute feedback on pre-selected figures and themes from the pilot that will inspire the VR content (40 min). This session is filmed for qualitative analysis and dissemination.

Nov 2026 – Feb 2027 – VR Design
Participant observation from recordings and feedback guides the PI and VR specialist in finalising eight VR role-model experiences. Using an established VR experimentation model, the team develops ethnoacted speeches drawn from archives and public resources to create immersive VR scenarios.

March 2027 – Intervention Sessions x 3 cohorts (50 participants per cohort)
Each group meets separately.
Control (≈2.5 h)
• 20-min lecture refresher.
• Exposure to growth-mindset testimonies via archival videos and text (20 min).
• Writing a short speech offering growth-mindset advice to younger children (20 min).
• Optional reading aloud (20 min).
• Two 15-min focus-group discussions.
• Post-intervention questionnaire (20 min).

Intervention (≈3.5 h)
• 20-min lecture refresher.
• Immersive VR session: participants choose among eight VR experiences, each with ethnoacted role-model speeches (about 10 min per participant, 80 min total with breaks).
• Speech writing (20 min).
• Optional delivery of the speech inside the VR environment (20 min).
• Two 15-min focus-group discussions.
• Post-intervention questionnaire (20 min).

April–May 2027 – Data Analysis
Quantitative data analysed in Excel or Python; qualitative data coded in NVivo20.

June 2027 – Documentary
Creation of a short documentary for open-access distribution and school screenings.

July 2027 – Follow-Up
Electronic follow-up survey of all participants. Data analysed and documentary finalised. Dissemination to schools and youth centres invites adoption of the VR model within curricula.

August 2027 – Reporting
Conference presentation, submission of an open-access paper (e.g., VR Frontiers), and a report shared with Newham Council and YES.


Experimental Design Details
Not available
Randomization Method
Randomization in Excel
Randomization Unit
Youth Empowerment Service at Newham Council
Pimlico Foundation
Was the treatment clustered?
No

Experiment Characteristics

Sample size: planned number of clusters
150 service users-participants from 2 youth services
Sample size: planned number of observations
150 young people ages 12-15
Sample size (or number of clusters) by treatment arms
25 in the experimental group; 25 in the control (3 cohorts)
Minimum detectable effect size for main outcomes (accounting for sample design and clustering)
IRB

Institutional Review Boards (IRBs)

IRB Name
IRB Approval Date
IRB Approval Number