虚拟现实学习环境对ASD学生技能发展的影响

IF 5.7 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Rui Manuel Silva , Paulo Martins , Tânia Rocha
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引用次数: 0

摘要

自闭症谱系障碍(ASD)学生在传统的教育环境中经常面临重大挑战,包括社会互动、参与和适应标准学习方法方面的困难。这些障碍会阻碍他们的学业和个人发展,因此需要更具包容性和适应性的教育解决方案。目的探讨沉浸式vr STEM学习环境对ASD患儿认知、社交和行为发展的促进作用。我们评估可用性和可访问性需求,通过专家共识验证工件,并使用已建立的标准化工具测量前后变化。该研究遵循STEM(科学、技术、工程和数学)中的设计科学研究(DSR)方法,开发基于vr的学习体验,以适应自闭症学生的需求。德尔菲法让专家来定义最佳实践和教育策略,帮助确保提出的解决方案是适当的,并与学生的特点保持一致。该研究包括一个对照组和一个实验组,都由自闭症学生和正常发展的学生组成,评估虚拟现实对学习和社交的影响。研究结果表明,基于虚拟现实的学习环境可能支持认知、行为和社交技能的提高,尽管因果推理受到小样本量和缺乏随机化的限制。本研究提供了初步证据,表明基于虚拟现实的学习环境可以通过提供结构化、引人入胜和适应性强的环境来支持包容和发展,从而有助于解决自闭症学生的教育障碍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Impact of virtual reality learning environments on skills development in students with ASD

Background

Students with Autism Spectrum Disorder (ASD) often face significant challenges in traditional educational environments, including difficulties in social interaction, engagement, and adapting to standard learning methods. These barriers can hinder their academic and personal development, highlighting the need for more inclusive and adaptive educational solutions.

Objective

This study investigated whether immersive VR-based STEM learning environments can support the cognitive, social and behavioural development of pupils with ASD. We evaluated usability and accessibility needs, validated the artefact through expert consensus, and measured pre–post changes using established standardised instruments.

Methodology

The research followed the Design Science Research (DSR) approach within STEM (Science, Technology, Engineering, and Mathematics) to develop VR-based learning experiences adapted to the needs of students with ASD. The Delphi method involved experts in defining best practices and educational strategies, helping to ensure that the proposed solutions were appropriate and aligned with student characteristics. The study included a control and an experimental group, both composed of students with ASD and typically developing students, assessing the impact of VR on learning and socialisation.

Results

The findings suggest that VR-based learning environments may support improvements in cognitive, behavioural and social skills, although causal inference is limited by the small sample size and absence of randomisation.

Conclusions

This study provides preliminary evidence that VR-based learning environments may help address educational barriers for students with ASD by offering structured, engaging and adaptable environments that could support inclusion and development.
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