Camilla Poggianti, Stefano Chessa, Susanna Pelagatti, Alexander Kocian
{"title":"面向全纳数字教育的沉浸式技术:系统调查","authors":"Camilla Poggianti, Stefano Chessa, Susanna Pelagatti, Alexander Kocian","doi":"10.1155/hbe2/8888303","DOIUrl":null,"url":null,"abstract":"<p>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.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0000,"publicationDate":"2025-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8888303","citationCount":"0","resultStr":"{\"title\":\"Immersive Technologies for Inclusive Digital Education: A Systematic Survey\",\"authors\":\"Camilla Poggianti, Stefano Chessa, Susanna Pelagatti, Alexander Kocian\",\"doi\":\"10.1155/hbe2/8888303\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>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. 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Immersive Technologies for Inclusive Digital Education: A Systematic Survey
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.
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.