Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia
Abstract
:1. Introduction
1.1. Neurobiology of Dyslexia
1.2. Virtual Reality and Dyslexia
- Immersion (physical perception of being present in a world that is not physical).
- Presence (bridge between reality and the virtual world).
- Transduction (the user accesses the virtual stimulus).
1.3. Erasmus+ European Project “FORDYS-VAR”
- Spain: University of Burgos, K-Veloce consultancy, and the software company AR-SOFT.
- Italy: Eugenio Medea Scientific Institute.
- Romania: Bucharest’s Association for Dyslexic Children.
- Social inclusion, specifically supporting diversity and equal access to education for children with dyslexia.
- The use of the information and communication technologies (ICT) within learning environments to contribute to the access of students with dyslexia.
- Improving the teachers’ skills, giving them the appropriate tools to adapt their educational devices for students with dyslexia.
- A toolkit:
- 2.
- E-book:
- 3.
- White paper:
2. Materials and Methods
2.1. Objective
- Define the developmental lines that need to be worked on in the application.
- Determine the characteristics that the virtual reality software needs to have on the basis of the analysis of the necessities and interests of users.
- Design the activities that integrate the RV software.
2.2. Sample
2.2.1. Interest Groups
2.2.2. Expert Review
2.2.3. Students with Dyslexia
2.3. Procedure
- Phase 1: Identification of the developmental lines and characteristics for the design of the application
- Phase 2: Design and development of the virtual reality application
2.3.1. Phase 1: Identification of the Developmental Lines and Characteristics for the Design of the Application
2.3.2. Phase 2: Design and Development of the Virtual Reality Application
2.3.3. Data Analysis
2.4. Instruments
3. Results
3.1. Application Design: Developmental Lines
3.1.1. Phonological Awareness
3.1.2. Working Memory
3.1.3. Attention Development
3.1.4. Perceptual–Visual Development
3.1.5. Perceptual–Auditory Development
3.1.6. Semantic, Syntactic and Lexical Development
3.1.7. Motor Development: Laterality and Directionality
3.2. Application Design: Characteristics
3.2.1. Essential Elements
3.2.2. Spaces and Scenarios
3.2.3. Actions
3.2.4. Usability
3.2.5. Proposals to Include
3.3. Application Development
3.3.1. Game Structure
3.3.2. Activities
4. Software Development
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Spain | Italy | Romania | Total | |
---|---|---|---|---|
Dyslexia intervention specialists | 3 | 3 | 3 | 9 |
Families of students with dyslexia | 3 | 3 | 3 | 9 |
Students | 3 | 3 | 3 | 9 |
Teachers of students with dyslexia | 3 | 3 | ||
Total | 12 | 9 | 9 | 30 |
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Rodríguez-Cano, S.; Delgado-Benito, V.; Ausín-Villaverde, V.; Martín, L.M. Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia. Sustainability 2021, 13, 8425. https://doi.org/10.3390/su13158425
Rodríguez-Cano S, Delgado-Benito V, Ausín-Villaverde V, Martín LM. Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia. Sustainability. 2021; 13(15):8425. https://doi.org/10.3390/su13158425
Chicago/Turabian StyleRodríguez-Cano, Sonia, Vanesa Delgado-Benito, Vanesa Ausín-Villaverde, and Lucía Muñoz Martín. 2021. "Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia" Sustainability 13, no. 15: 8425. https://doi.org/10.3390/su13158425
APA StyleRodríguez-Cano, S., Delgado-Benito, V., Ausín-Villaverde, V., & Martín, L. M. (2021). Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia. Sustainability, 13(15), 8425. https://doi.org/10.3390/su13158425