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

Last registered on October 01, 2025

Pre-Trial

Trial Information

General Information

Title
Ethnoacting in VR for Growth Mindset: Empowering Under-Resourced and Racially Diverse 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.

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
This project brings together researchers and culturally diverse, under-resourced youth to develop a programme that combines virtual reality and live performance to tackle the racial inequalities, discrimination and disadvantage faced by young people in Newham through building their confidence and resilience, including children who are in care. Building on our ongoing collaboration with Newham Council’s Youth Empowerment Service, and having obtained insights from formal pre-trial development work through the Ethnoacting in VR: DIY Soft Skills Development multi-project (see https://cordap.uel.ac.uk/organization/ethnoacting-in-vr-diy-soft-skills-development) we will co-create a Growth Mindset Intervention (GMI) where participants step into VR environments and speak the real words of inspiring role models, from global figures like Nelson Mandela to local residents who have overcome wellbeing challenges. Early pilots show that this approach helps teenagers see failure as part of growth. Funding will let us expand and evaluate the programme, comparing it to traditional approaches, offering a culturally relevant, evidence-based tool for education and wellbeing and contribute to the emerging field of GMIs, which has already shown positive impact in reducing depression and aggressive reactions to social exclusion (Jiang et al. 2024: 251).

Drawing on the recommendations of the most recent systematic review of Growth Mindset Interventions (GIM), our project will answer the following questions to contribute to the existing gap (Jiang 2024: 268):
Impact on young people
1. Growth mindset: Does repeated participation in Ethnoacting in VR increase participants’ growth-mindset scores (e.g., ability to view intelligence and talent as developable)?
2. Resilience and confidence: How does the intervention affect self-reported resilience, confidence in public speaking, and willingness to embrace challenge or failure?
3. Mental-health indicators: Are there measurable changes in wellbeing (e.g., reduced anxiety about failure) after the programme?
Intervention design
4. How do VR immersion and ethnoacting work together to influence motivation and perspective-taking?
5. Which elements (role-model testimony, cultural relevance, interactive VR features) are most critical to engagement and impact?
6. How can the experiential, VR and creative elements complement the typical approach of classroom delivery (which usually involves reading, writing and discussion)?
Cultural relevance and equity
6. Does co-design with racially and culturally diverse youth increase a sense of belonging and identification with role models?
7. How does the intervention support equity in educational and career aspirations for young people from under-resourced communities?
Implementation and scalability
8. What practical factors (facilitation style, session length, technical requirements) affect fidelity, accessibility, and sustainability in youth-service settings?
9. Can the programme be adapted for other UK regions or different age groups while maintaining effectiveness?
These questions allow both quantitative (pre/post surveys, validated scales) and qualitative (focus groups, observational notes) evaluation, creating a robust evidence base for wider adoption.

Impact will be measured with the Implicit Theory of Intelligence Scale, Beliefs About Social Mobility Scale, and the “Kind of Person” Implicit Theory Scale. Quantitative data will be analysed with analysis of variance (ANOVA). Qualitative data from focus groups and participant observation during VR development and after the intervention will be coded and categorised in NVivo. Focus groups (n = 12-13) will ensure every participant has a voice.
The qualitative element extends beyond data collection to a genuine collaboration, centring young people’s creativity and inviting them to become catalysts for improving the lives of their peers. All sessions will be filmed both for observational analysis and to produce a short documentary for dissemination.
External Link(s)

Registration Citation

Citation
Carbajales, Maria et al. 2025. "Ethnoacting in VR for Growth Mindset: Empowering Under-Resourced and Racially Diverse Youth." AEA RCT Registry. October 01. https://doi.org/10.1257/rct.16898-1.0
Sponsors & Partners

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Experimental Details

Interventions

Intervention(s)
This trial will test the impact of Ethnoacting in VR for Growth Mindset (EthnoVR-GMI) against a traditional classroom-based Growth Mindset Intervention. Both approaches aim to strengthen growth mindset and resilience among culturally diverse, under-resourced youth in Newham.
The project uses an experimental pre-post, follow-up randomised controlled mixed-methods design with 50 participants aged 12–19. Participants will be randomly assigned (1:1) to either the VR intervention or a traditional GMI. Those in the VR group will also help co-create the experience through participatory action research, taking part in the pre-production and production stages of the VR development.
Impact will be measured with the Implicit Theory of Intelligence Scale, Beliefs About Social Mobility Scale, and the “Kind of Person” Implicit Theory Scale. Quantitative data will be analysed with analysis of variance (ANOVA). Qualitative data from focus groups and participant observation during VR development and after the intervention will be coded and categorised in NVivo. Focus groups (n = 12-13) will ensure every participant has a voice.
The qualitative element extends beyond data collection to a genuine collaboration, centring young people’s creativity and inviting them to become catalysts for improving the lives of their peers. All sessions will be filmed both for observational analysis and to produce a short documentary for dissemination.
The Principal Investigator (PI), experienced in participatory action research and VR trials, will guide the participants and lead data collection. The Youth Service Manager from Youth Empowerment Service (YES), will support recruitment, VR co-design, and data collection.
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 from pre- to post-test, with effects sustained at follow-up. Beyond statistical outcomes, the participatory design will empower local youth, demonstrate the feasibility of performative, digital, immersive interventions, and generate scalable practices for racially diverse, under-resourced communities.
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
September 2026: Recruitment
Newham youth will be invited through the Youth Empowerment Service (YES). Participants and parents/guardians will receive detailed consent forms. Once returned, participants will be randomly assigned in Excel to either the control or intervention group (≈25 per group) and provided with individual schedules.
October 2026: Introductory Session (2 hours)
Both groups attend together. After completing pre-tests on three validated growth-mindset and wellbeing scales and two short qualitative questions (≈30 min), they receive a 40-minute lecture on growth mindset, academic achievement, wellbeing, and career preparedness. Following a short break, participants give structured feedback on pre-selected figures and themes to guide VR content development (≈40 min). This session is filmed for qualitative analysis and later dissemination.
Nov 2026 – Feb 2027: VR Development
Recordings and participant feedback inform the creation of eight immersive VR role-model experiences. The PI and VR specialist apply an established VR experimentation framework to craft ethnoacted speeches using archival and publicly available narratives.
March 2027 – Intervention Sessions
Control group (≈2.5 h): lecture refresher (20 min); exposure to archival growth-mindset testimonies (20 min); speech-writing and optional delivery (40 min); two 15-min focus groups; post-test questionnaire (20 min).
Intervention group (≈3.5 h): lecture refresher (20 min); immersive VR session with eight role-model experiences (≈80 min with breaks); speech-writing and optional VR delivery (40 min); two 15-min focus groups; post-test questionnaire (20 min).
April–May 2027: Data Analysis
Quantitative data analysed in Excel/Python; qualitative data coded in NVivo.
June–August 2027: Dissemination
Production of an open-access documentary for schools and youth centres, follow-up electronic survey, final statistical analysis, and submission of an open-access paper (e.g., VR Frontiers). Findings shared with Newham Council, YES, schools, and other interested parties and stakeholders, and at academic conferences.
Expected Outcomes
Significant gains in growth-mindset scores are anticipated for the intervention group, sustained at follow-up. The participatory design will empower local youth and demonstrate the scalability of performative, digital, immersive interventions for racially diverse, under-resourced communities.
Experimental Design Details
Not available
Randomization Method
Randomization in Excel
Randomization Unit
Youth Empowerment Service at Newham Council
Was the treatment clustered?
No

Experiment Characteristics

Sample size: planned number of clusters
50 service users-participants from 1 youth service
Sample size: planned number of observations
50 young people ages 12-19
Sample size (or number of clusters) by treatment arms
25 in the experimental group; 25 in the control
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