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Design of a Virtual Reality Software to Promote the Learning of Students with Dyslexia

Sonia Rodríguez Cano, Vanesa Delgado Benito, Vanesa Ausín Villaverde, Lucía Muñoz Martín

2021Sustainability41 citationsDOIOpen Access PDF

Abstract

The research conducted is part of the European project Erasmus+ FORDYSVAR, whose main objective is to contribute to the educational inclusion of students with dyslexia, aged between 10 and 16 years old, through the use of technology, specifically virtual reality (VR), to improve the access, participation, and educational achievement of students with this learning difficulty. This is a qualitative and interpretative study with a descriptive character. The objective of this work is to design a VR application that contributes to the learning of students with dyslexia based on user-centered design as a methodology. The developmental lines to be addressed in the application have been defined, the features to be included have been determined, and the activities that make up the software have been designed. All this is based on the analysis of the needs and interests of the end users (students with dyslexia) as well as the vision of professionals (teachers and dyslexia intervention specialists). The results obtained allow us to conclude that VR technology is an interesting avenue of treatment, as it offers a ludic, safe, controlled, and motivating environment for students with dyslexia.

Topics & Concepts

DyslexiaErasmus+PsychologyMathematics educationVirtual realityInclusion (mineral)Intervention (counseling)Reading (process)Learning disabilityMultimediaComputer sciencePedagogyHuman–computer interactionDevelopmental psychologyLinguisticsSocial psychologyPhilosophyArt historyThe RenaissanceArtPsychiatryTactile and Sensory InteractionsDigital Accessibility for DisabilitiesAssistive Technology in Communication and Mobility
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