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

BackgroundPeople 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...

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Main Authors: Stefan Carlo Michalski, Ancret Szpak, Caroline Ellison, Rowena Cornish, Tobias Loetscher
Format: Article
Language:English
Published: JMIR Publications 2022-04-01
Series:JMIR Serious Games
Online Access:https://games.jmir.org/2022/2/e34373
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author Stefan Carlo Michalski
Ancret Szpak
Caroline Ellison
Rowena Cornish
Tobias Loetscher
author_facet Stefan Carlo Michalski
Ancret Szpak
Caroline Ellison
Rowena Cornish
Tobias Loetscher
author_sort Stefan Carlo Michalski
collection DOAJ
description BackgroundPeople 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. ObjectiveThe aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. MethodsTo 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. ResultsLarge positive effects were found for virtual reality drawing (t15=5.020, P<.001) and conventional drawing (t15=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 (t15=–0.648; P=.53). ConclusionsThis 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 doaj.art-5e3e29a9c34747fe9caa7314ffcec9882023-08-28T21:21:19ZengJMIR PublicationsJMIR Serious Games2291-92792022-04-01102e3437310.2196/34373Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental DesignStefan Carlo Michalskihttps://orcid.org/0000-0002-8542-8246Ancret Szpakhttps://orcid.org/0000-0001-5646-8778Caroline Ellisonhttps://orcid.org/0000-0003-2359-414XRowena Cornishhttps://orcid.org/0000-0001-6729-3467Tobias Loetscherhttps://orcid.org/0000-0003-1967-2926 BackgroundPeople 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. ObjectiveThe aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. MethodsTo 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. ResultsLarge positive effects were found for virtual reality drawing (t15=5.020, P<.001) and conventional drawing (t15=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 (t15=–0.648; P=.53). ConclusionsThis 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.https://games.jmir.org/2022/2/e34373
spellingShingle Stefan Carlo Michalski
Ancret Szpak
Caroline Ellison
Rowena Cornish
Tobias Loetscher
Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design
JMIR Serious Games
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
url https://games.jmir.org/2022/2/e34373
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