Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia
The research conducted is part of the European project Erasmus+ FORDYSVAR, whose main objective is to contribute to the educational inclusion of students with dyslexia, aged between 10 and 16 years old, through the use of technology, specifically virtual reality (VR), to improve the access, particip...
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Veröffentlicht in: | Sustainability 2021-08, Vol.13 (15), p.8425 |
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creator | Rodríguez-Cano, Sonia Delgado-Benito, Vanesa Ausín-Villaverde, Vanesa Martín, Lucía Muñoz |
description | The research conducted is part of the European project Erasmus+ FORDYSVAR, whose main objective is to contribute to the educational inclusion of students with dyslexia, aged between 10 and 16 years old, through the use of technology, specifically virtual reality (VR), to improve the access, participation, and educational achievement of students with this learning difficulty. This is a qualitative and interpretative study with a descriptive character. The objective of this work is to design a VR application that contributes to the learning of students with dyslexia based on user-centered design as a methodology. The developmental lines to be addressed in the application have been defined, the features to be included have been determined, and the activities that make up the software have been designed. All this is based on the analysis of the needs and interests of the end users (students with dyslexia) as well as the vision of professionals (teachers and dyslexia intervention specialists). The results obtained allow us to conclude that VR technology is an interesting avenue of treatment, as it offers a ludic, safe, controlled, and motivating environment for students with dyslexia. |
doi_str_mv | 10.3390/su13158425 |
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This is a qualitative and interpretative study with a descriptive character. The objective of this work is to design a VR application that contributes to the learning of students with dyslexia based on user-centered design as a methodology. The developmental lines to be addressed in the application have been defined, the features to be included have been determined, and the activities that make up the software have been designed. All this is based on the analysis of the needs and interests of the end users (students with dyslexia) as well as the vision of professionals (teachers and dyslexia intervention specialists). 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subjects | Academic achievement Brain research Cognition & reasoning Cognitive ability Computer applications Computer programs Design Dyslexia Education Educational technology End users Learning Learning disabilities Memory Motivation Neurosciences Phonology Reading comprehension Software Spelling Students Sustainability Technology Virtual reality |
title | Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia |
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