Abstract

Virtual reality (VR) creates computer-generated virtual environments where users can experience and interact in a similar way as they would do in real life. VR systems are increasingly being used for rehabilitation goals, mainly with adults, but also with children, extending their application to the educational field. This report concerns a study of the impact of a semi-immersive VR system in a group of 25 children in a kindergarten context. The children were involved in several different games and activity types, specifically developed with the aim of learning specific skills and foster team collaboration. Their reactions and behaviors were recorded by their teachers and by trained psychologists through observation grids addressing task comprehension, participation and enjoyment, interaction and cooperation, conflict, strategic behaviors, and adult-directed questions concerning the activity, the device or general help requests. The grids were compiled at the initial, intermediate and final timepoint during each session. The results show that the activities are easy to understand, enjoyable, and stimulate strategic behaviors, interaction and cooperation, while they do not elicit the need for many explanations. These results are discussed within a neuroconstructivist educational framework and the suitability of semi-immersive, virtual-reality-based activities for cognitive empowerment and rehabilitation purposes is discussed.

Highlights

  • Virtual reality (VR) has been defined as the “use of interactive simulations created with computer hardware and software to present users with opportunities to engage in environments that appear and feel similar to real-world objects and events,” [1]

  • The activities were highly appreciated by the children, who experimented with the device with curiosity and enthusiasm

  • The results of structured observation reveal that the system is easy to understand, enjoyable, elicits high levels of participation and little conflict, moderately favors strategic behaviors, cooperation and social interaction and can be used by the children with a limited need of instruction or support from an adult

Read more

Summary

Introduction

Virtual reality (VR) has been defined as the “use of interactive simulations created with computer hardware and software to present users with opportunities to engage in environments that appear and feel similar to real-world objects and events,” [1]. Sci. 2020, 10, 2948 other cognitive functions [4]. Its advantages rest on the possibility to fine-control, personalize and hierarchize tasks. It gives the possibility of providing multimodal feedback in real time; the stimulation of multiple perceptual channels, implemented by the use of auditory and visual feedback, increases the patient’s awareness of his performance and allows a sense of global wellbeing [5]. The eggs are scattered on the lawn. They camouflage with the background Pebbles floor. Smaller and better hidden eggs are scattered on the lawn.

Objectives
Methods
Results
Discussion
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call