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Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention

Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this population. The present study investigated the effectiveness of VR tr...

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Autores principales: Michalski, Stefan Carlo, Gallomarino, Nicholas Charles, Szpak, Ancret, May, Kieran William, Lee, Gun, Ellison, Caroline, Loetscher, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer London 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10068226/
https://www.ncbi.nlm.nih.gov/pubmed/37360807
http://dx.doi.org/10.1007/s10055-023-00759-2
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author Michalski, Stefan Carlo
Gallomarino, Nicholas Charles
Szpak, Ancret
May, Kieran William
Lee, Gun
Ellison, Caroline
Loetscher, Tobias
author_facet Michalski, Stefan Carlo
Gallomarino, Nicholas Charles
Szpak, Ancret
May, Kieran William
Lee, Gun
Ellison, Caroline
Loetscher, Tobias
author_sort Michalski, Stefan Carlo
collection PubMed
description Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this population. The present study investigated the effectiveness of VR training for people with intellectual disabilities by assessing (1) their ability to complete basic tasks in VR, (2) real-world transfer and skill generalisation, and (3) the individual characteristics of participants able to benefit from VR training. Thirty-two participants with an intellectual disability of varying severity completed a waste management training intervention in VR that involved sorting 18 items into three bins. Real-world performance was measured at pre-test, post-test, and delayed time points. The number of VR training sessions varied as training ceased when participants met the learning target (≈ 90% correct). A survival analysis assessed training success probability as a function of the number of training sessions with participants split by their level of adaptive functioning (as measured on the Adaptive Behaviour Assessment System Third Edition). The learning target was met by 19 participants (59.4%) within ten sessions (Mdn = 8.5, IQR 4–10). Real-world performance significantly improved from pre- to post-test and pre- to delayed test. There was no significant difference from post- to delayed test. Further, there was a significant positive relationship between adaptive functioning and change in the real-world assessment from the pre-test to the post- and delayed tests. VR facilitated the learning of most participants, which led to demonstrations of real-world transfer and skill generalisation. The present study identified a relationship between adaptive functioning and success in VR training. The survival curve may assist in planning future studies and training programs.
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spelling pubmed-100682262023-04-03 Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention Michalski, Stefan Carlo Gallomarino, Nicholas Charles Szpak, Ancret May, Kieran William Lee, Gun Ellison, Caroline Loetscher, Tobias Virtual Real S.I.: New Trends on Immersive Healthcare Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this population. The present study investigated the effectiveness of VR training for people with intellectual disabilities by assessing (1) their ability to complete basic tasks in VR, (2) real-world transfer and skill generalisation, and (3) the individual characteristics of participants able to benefit from VR training. Thirty-two participants with an intellectual disability of varying severity completed a waste management training intervention in VR that involved sorting 18 items into three bins. Real-world performance was measured at pre-test, post-test, and delayed time points. The number of VR training sessions varied as training ceased when participants met the learning target (≈ 90% correct). A survival analysis assessed training success probability as a function of the number of training sessions with participants split by their level of adaptive functioning (as measured on the Adaptive Behaviour Assessment System Third Edition). The learning target was met by 19 participants (59.4%) within ten sessions (Mdn = 8.5, IQR 4–10). Real-world performance significantly improved from pre- to post-test and pre- to delayed test. There was no significant difference from post- to delayed test. Further, there was a significant positive relationship between adaptive functioning and change in the real-world assessment from the pre-test to the post- and delayed tests. VR facilitated the learning of most participants, which led to demonstrations of real-world transfer and skill generalisation. The present study identified a relationship between adaptive functioning and success in VR training. The survival curve may assist in planning future studies and training programs. Springer London 2023-04-03 /pmc/articles/PMC10068226/ /pubmed/37360807 http://dx.doi.org/10.1007/s10055-023-00759-2 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle S.I.: New Trends on Immersive Healthcare
Michalski, Stefan Carlo
Gallomarino, Nicholas Charles
Szpak, Ancret
May, Kieran William
Lee, Gun
Ellison, Caroline
Loetscher, Tobias
Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention
title Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention
title_full Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention
title_fullStr Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention
title_full_unstemmed Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention
title_short Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention
title_sort improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention
topic S.I.: New Trends on Immersive Healthcare
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10068226/
https://www.ncbi.nlm.nih.gov/pubmed/37360807
http://dx.doi.org/10.1007/s10055-023-00759-2
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