Using Virtual Reality Interventions to Promote Social and Emotional Learning for Children and Adolescents: A Systematic Review and Meta-Analysis
Abstract
:1. Introduction
- Which groups were primarily targeted when using VR to promote SEL?
- What are the technical features of VR that support SEL for children and adolescents?
- What types of social and emotional skills for children and adolescents were taught in VR?
- What are the overall effects and possible moderating factors of VR-supported SEL interventions?
2. Methods
2.1. Search Procedure
2.2. Screening Procedure
2.3. Coding Procedure
3. Results
3.1. Participant Characteristics
3.2. Research Design
3.3. Technological Features
3.4. Instructional Design
3.5. Meta-Analysis Results
4. Conclusions and Implications
4.1. Conclusions
4.2. Practical Implications
4.3. Research Implications
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Inclusion Criteria | Exclusion Criteria |
---|---|
Published from January 2013 to May 2023 | Publication date of the article is not within this range |
Written in English | Written in other languages |
Participants are children or adolescents | Participants over 18 years of age |
Empirical studies | Non-empirical studies and literature reviews |
Participants use VR technology to learn | VR is not used during the intervention |
Research focuses on one or more social emotional learning skills | Research does not focus on social emotional learning |
Category | Code | Description |
---|---|---|
Metadata | Title | Full title |
Authors | Author names | |
Year | Publication year | |
Source | Journal information | |
Article type | Journal/conference | |
Country/region | Experimental location | |
Participant characteristics | Age | Age range of participants |
Gender | Male only/female only/mostly male/mostly female/Co-Ed | |
Grade level | Preschool/primary school/secondary school | |
IQ | Below 80/more than 80 | |
Disorder type | Autism spectrum disorders/neurological disorder/social anxiety disorder/ADHD/TD | |
Research design | Research type | Experimental/quantitative/qualitative/mixed method/survey/design-based research |
Sample size | Number of participants | |
Number of interventions | Number of VR interventions | |
Intervention duration | Total duration of the intervention | |
Data collection | Content tests/surveys/interviews/physiological indexes/video recordings/score/observations/other | |
Technological features | Technological type | Simulation/game/virtual world |
Equipment | Computer/head-mounted display/glasses/projector | |
Immersion level | Full immersion/semi-immersion | |
Interaction level | None/low/medium/high | |
Fidelity | None/low/medium/high | |
Instructional design | VR function | Content delivery/practice/engagement |
Pedagogy | Game-based learning/collaborative/experiential learning/direct instruction | |
Learning objectives | Social interaction skills/social knowledge/positive social behavior/emotional distress/attitudes toward self and others | |
Scenario | Room/school/bus/park/natural environment/game | |
Task | Social task/cognitive task (low/high/metacognition)/psychomotor task | |
Theoretical foundation | Record if mentioned |
Model | No. of Studies | Hedge’s g | 95% Confidence Interval | Test of Null | Heterogeneity | |||||
---|---|---|---|---|---|---|---|---|---|---|
Lower Limit | Upper Limit | Z | p | Q | df | p | I2 | |||
Fixed | 31 | 0.387 | 0.317 | 0.457 | 10.786 | 0.000 | 120.053 | 30 | 0.000 | 75.011 |
Random | 31 | 0.378 | 0.226 | 0.531 | 4.861 | 0.000 |
Moderator | k | g | 95% CI | QB | p Value |
---|---|---|---|---|---|
Number of interventions | 1.525 | 0.677 | |||
1 | 11 | 0.252 | [−0.050–0.553] | ||
2–10 | 6 | 0.354 | [0.249–0.460] *** | ||
11–30 | 9 | 0.346 | [−0.033–0.726] | ||
>30 | 5 | 0.698 | [0.050–1.347] * | ||
Disorder type | 28.117 *** | 0.000 | |||
ASD | 19 | 0.469 | [0.254–0.684] *** | ||
SAD | 1 | −0.854 | [−1.319–−0.388] *** | ||
Social problem | 2 | 0.543 | [0.134–0.951] ** | ||
Mixed | 3 | 0.410 | [0.162–0.658] ** | ||
TD | 6 | 0.262 | [0.010–0.515] * | ||
Technological type | 2.905 | 0.234 | |||
Game | 7 | 0.061 | [−0.420–0.542] | ||
Simulation | 20 | 0.370 | [0.218–0.523] *** | ||
Virtual world | 4 | 0.822 | [0.056–1.588] * | ||
Equipment | 2.682 | 0.443 | |||
Computer | 17 | 0.275 | [0.074–0.476] ** | ||
Glasses | 3 | 0.455 | [0.212–0.698] *** | ||
HMD | 7 | 0.387 | [0.088–0.687] ** | ||
Projector | 4 | 0.822 | [0.236–0.506] * | ||
Interaction level | 1.597 | 0.660 | |||
Low | 2 | 0.333 | [−0.101–0.767] | ||
Medium | 3 | 0.337 | [0.216–0.459] *** | ||
High | 22 | 0.312 | [0.110–0.515] ** | ||
None | 4 | 0.822 | [0.239–0.440] * | ||
Fidelity | 2.824 | 0.588 | |||
Low | 3 | −0.167 | [−0.979–0.645] | ||
Medium | 3 | 0.410 | [0.162–0.658] | ||
High | 14 | 0.348 | [0.141–0.555] | ||
None | 3 | 0.483 | [0.262–0.704] | ||
Not mentioned | 8 | 0.498 | [0.024–0.973] | ||
Theoretical basis | 2.508 | 0.113 | |||
Yes | 4 | 0.545 | [0.372–0.719] *** | ||
No | 27 | 0.346 | [0.169–0.522] *** | ||
Task | 15.126 * | 0.010 | |||
Social task | 12 | 0.622 | [0.370–0.875] *** | ||
Cognitive task (low) | 10 | 0.190 | [−0.104–0.521] | ||
Cognitive task (high) | 1 | −2.124 | [−3.759–−0.489] ** | ||
Psychomotor task | 3 | 0.120 | [−0.885–1.126] | ||
Mixed | 3 | 0.337 | [0.216–0.459] *** | ||
Not mentioned | 2 | 0.495 | [0.205–0.785] ** | ||
Function | 1.683 | 0.413 | |||
Practice | 26 | 0.322 | [0.170–0.474] *** | ||
Engagement | 1 | 0.438 | [−0.117–0.993] | ||
Content deliver | 4 | 0.391 | [0.056–1.588] * | ||
Pedagogy | 2.618 | 0.454 | |||
Experiential learning | 19 | 0.360 | [0.204–0.515] *** | ||
Game-based learning | 7 | 0.082 | [−0.427–0.591] | ||
Collaborative learning | 1 | 0.438 | [−0.117–0.993] | ||
Direct instruction | 4 | 0.822 | [0.056–1.588] * |
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Share and Cite
Zhang, F.; Zhang, Y.; Li, G.; Luo, H. Using Virtual Reality Interventions to Promote Social and Emotional Learning for Children and Adolescents: A Systematic Review and Meta-Analysis. Children 2024, 11, 41. https://doi.org/10.3390/children11010041
Zhang F, Zhang Y, Li G, Luo H. Using Virtual Reality Interventions to Promote Social and Emotional Learning for Children and Adolescents: A Systematic Review and Meta-Analysis. Children. 2024; 11(1):41. https://doi.org/10.3390/children11010041
Chicago/Turabian StyleZhang, Feng, Yan Zhang, Gege Li, and Heng Luo. 2024. "Using Virtual Reality Interventions to Promote Social and Emotional Learning for Children and Adolescents: A Systematic Review and Meta-Analysis" Children 11, no. 1: 41. https://doi.org/10.3390/children11010041
APA StyleZhang, F., Zhang, Y., Li, G., & Luo, H. (2024). Using Virtual Reality Interventions to Promote Social and Emotional Learning for Children and Adolescents: A Systematic Review and Meta-Analysis. Children, 11(1), 41. https://doi.org/10.3390/children11010041