通过增强现实、虚拟现实和混合现实向自闭症谱系障碍学生传授社交技能

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH
Maggie A. Mosher, Adam C. Carreon
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引用次数: 8

摘要

本研究旨在探讨增强现实(AR)、虚拟现实(VR)和混合现实(MR)作为自闭症谱系障碍(ASD)学生社交技能教学手段的社会效度。41篇文章符合纳入标准,其中5篇研究使用AR,其余36篇研究使用VR进行社交技能干预。没有研究实施mr。研究的目标技能包括情绪识别、关系技能、社会意识、合作和执行功能。63%的研究认为干预有效,10%的研究认为无效,27%的研究认为结果好坏参半。研究人员报告的社会效度指标从17个确定的类别中的2到14个不等。研究结果显示,学生对AR/VR进行社交技能教学的动机较高,且对该技术持积极态度,是学生使用AR/VR进行社交技能教学的主要社会有效原因。研究结果表明,增加家长、教育工作者和学生作为社会技能选择者和治疗代理人的角色,增加有效和可靠的技能措施,可能会提高干预的效果。通过向治疗人员和参与者提供培训,可提高可持续性。AR具有提高泛化的潜力,VR为性能缺陷提供了一个实践环境。结合这些技术可以提供更有效的社会技能干预。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teaching social skills to students with autism spectrum disorder through augmented, virtual and mixed reality
This systematic literature review was conducted to explore the social validity of augmented reality (AR), virtual reality (VR), and mixed reality (MR) as a means of providing social skill instruction to students with autism spectrum disorder (ASD). Forty-one articles met the inclusion criteria, including five studies utilizing AR and the remaining 36 utilizing VR for social skill interventions. No studies implemented MR. The targeted skills of the studies included emotion recognition, relationship skills, social awareness, cooperation, and executive functioning. The intervention was considered effective in 63% of studies, not effective in 10% of studies, and mixed results in 27% of studies. The social validity indicators reported by researchers ranged from two to 14 of 17 determined categories. Findings indicate the primary socially valid reasons for utilizing AR/VR for social skill instruction were high student motivation toward the intervention and a positive attitude toward the technology. Findings indicate that increasing the role of parents, educators, and students as both social skill selectors and treatment agents and adding valid and reliable skill measures may improve the effects of an intervention. Sustainability may increase by providing training to both treatment agents and participants. AR has the potential to improve generalization and VR provides a practice environment for performance deficits. Combining these technologies may provide a more effective social skill intervention.
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来源期刊
Research in Learning Technology
Research in Learning Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.50
自引率
0.00%
发文量
13
审稿时长
20 weeks
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