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Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design

BACKGROUND: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms. OBJECTIVE...

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Autores principales: Michalski, Stefan Carlo, Szpak, Ancret, Ellison, Caroline, Cornish, Rowena, Loetscher, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9030893/
https://www.ncbi.nlm.nih.gov/pubmed/35124567
http://dx.doi.org/10.2196/34373
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author Michalski, Stefan Carlo
Szpak, Ancret
Ellison, Caroline
Cornish, Rowena
Loetscher, Tobias
author_facet Michalski, Stefan Carlo
Szpak, Ancret
Ellison, Caroline
Cornish, Rowena
Loetscher, Tobias
author_sort Michalski, Stefan Carlo
collection PubMed
description BACKGROUND: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms. OBJECTIVE: The aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. METHODS: To address this aim, we used a within-subjects design to assess the effect of a brief virtual reality drawing experience and conventional drawing experience on subsequent behavior in 16 participants. RESULTS: Large positive effects were found for virtual reality drawing (t(15)=5.020, P<.001) and conventional drawing (t(15)=3.720, P=.002) in improving subsequent behavior in a learning setting. Irrespective of the intervention, the participant’s mood, attention, and overall behavior significantly improved. No significant differences were found between the interventions (t(15)=–0.648; P=.53). CONCLUSIONS: This study’s results are encouraging for researchers and educators interested in using virtual reality for people with Down syndrome, as virtual reality was found to be highly feasible. Recommendations are made for researchers and educators interested in providing virtual reality experiences for people with Down syndrome.
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spelling pubmed-90308932022-04-23 Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design Michalski, Stefan Carlo Szpak, Ancret Ellison, Caroline Cornish, Rowena Loetscher, Tobias JMIR Serious Games Original Paper BACKGROUND: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms. OBJECTIVE: The aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. METHODS: To address this aim, we used a within-subjects design to assess the effect of a brief virtual reality drawing experience and conventional drawing experience on subsequent behavior in 16 participants. RESULTS: Large positive effects were found for virtual reality drawing (t(15)=5.020, P<.001) and conventional drawing (t(15)=3.720, P=.002) in improving subsequent behavior in a learning setting. Irrespective of the intervention, the participant’s mood, attention, and overall behavior significantly improved. No significant differences were found between the interventions (t(15)=–0.648; P=.53). CONCLUSIONS: This study’s results are encouraging for researchers and educators interested in using virtual reality for people with Down syndrome, as virtual reality was found to be highly feasible. Recommendations are made for researchers and educators interested in providing virtual reality experiences for people with Down syndrome. JMIR Publications 2022-04-07 /pmc/articles/PMC9030893/ /pubmed/35124567 http://dx.doi.org/10.2196/34373 Text en ©Stefan Carlo Michalski, Ancret Szpak, Caroline Ellison, Rowena Cornish, Tobias Loetscher. Originally published in JMIR Serious Games (https://games.jmir.org), 07.04.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Michalski, Stefan Carlo
Szpak, Ancret
Ellison, Caroline
Cornish, Rowena
Loetscher, Tobias
Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design
title Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design
title_full Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design
title_fullStr Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design
title_full_unstemmed Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design
title_short Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design
title_sort using virtual reality to improve classroom behavior in people with down syndrome: within-subjects experimental design
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9030893/
https://www.ncbi.nlm.nih.gov/pubmed/35124567
http://dx.doi.org/10.2196/34373
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