Immersive Technologies for Inclusive Digital Education: A Systematic Survey

IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Camilla Poggianti, Stefano Chessa, Susanna Pelagatti, Alexander Kocian
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引用次数: 0

Abstract

This systematic survey examines the use of immersive technologies in formal and informal educational contexts, focusing on inclusion and accessibility for people with disabilities. Immersive technologies are defined here as those that fall under the umbrella of extended reality (XR), including augmented reality (AR), virtual reality (VR), and mixed reality (MR)—technologies that combine physical and digital environments to create interactive experiences. Grounded in the universal design for learning (UDL) framework (a framework that promotes inclusive education through the principles of multiple means of representation, action and expression, and engagement), this study investigates how immersive technologies can support diverse learners. In contrast to previous reviews, which often focus on specific disciplines or age groups, this work takes a thematic approach that considers multiple dimensions: the type of XR technology, the educational context, the target demographic, adherence to UDL, and disability considerations. Using the PRISMA methodology, the survey systematically analyzes 32 research papers identified in five major databases and published between 2013 and 2023. The results show that 46.9% of the studies use AR, 37.5% use VR, and 15.6% integrate both. Twenty-two studies take place in academic settings (e.g., schools and universities), while others focus on informal contexts such as cultural heritage and life skills. However, only 40.6% explicitly apply the UDL framework, and less than half directly address specific disabilities, although XR has the potential to promote inclusion. Furthermore, 18 studies focus on STEM disciplines and higher education, indicating an imbalance in literature coverage. Although immersive technologies show promise to promote inclusion, our work emphasizes the need to combine XR technologies with established pedagogical models to better support diverse learners. Accordingly, the survey identifies a set of recommendations for researchers, developers, and educators to guide the implementation of more inclusive and pedagogically sound XR-based educational environments.

Abstract Image

面向全纳数字教育的沉浸式技术:系统调查
这项系统调查研究了沉浸式技术在正式和非正式教育环境中的使用,重点是残疾人的包容和无障碍。沉浸式技术在这里被定义为那些属于扩展现实(XR)的技术,包括增强现实(AR)、虚拟现实(VR)和混合现实(MR),这些技术结合了物理和数字环境来创建交互式体验。本研究以学习通用设计(UDL)框架为基础(UDL是一种通过多种表现方式、行动和表达方式以及参与原则促进全纳教育的框架),探讨沉浸式技术如何支持不同的学习者。与以前的审查不同,这些审查通常侧重于特定学科或年龄组,而这项工作采用了一种主题方法,考虑了多个维度:XR技术的类型、教育背景、目标人口、对UDL的遵守以及对残疾的考虑。使用PRISMA方法,该调查系统地分析了2013年至2023年间发表的5个主要数据库中的32篇研究论文。结果显示,46.9%的研究使用AR, 37.5%的研究使用VR, 15.6%的研究将两者结合起来。22项研究在学术环境(如学校和大学)进行,而其他研究则侧重于文化遗产和生活技能等非正式环境。然而,只有40.6%的人明确应用了UDL框架,不到一半的人直接解决了特定的残疾问题,尽管XR有促进包容性的潜力。此外,18项研究关注STEM学科和高等教育,表明文献覆盖的不平衡。虽然沉浸式技术有望促进包容性,但我们的工作强调需要将XR技术与现有的教学模式结合起来,以更好地支持不同的学习者。因此,该调查为研究人员、开发人员和教育工作者提出了一系列建议,以指导实施更具包容性和更具教学合理性的基于xr的教育环境。
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来源期刊
Human Behavior and Emerging Technologies
Human Behavior and Emerging Technologies Social Sciences-Social Sciences (all)
CiteScore
17.20
自引率
8.70%
发文量
73
期刊介绍: Human Behavior and Emerging Technologies is an interdisciplinary journal dedicated to publishing high-impact research that enhances understanding of the complex interactions between diverse human behavior and emerging digital technologies.
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