Comparing immersive VR and non-immersive VR on social skill acquisition for students in middle school with ASD

Adam Carreon, Sean J. Smith, Bruce Frey, Amber Rowland, Maggie Mosher

Research output: Contribution to journalArticlepeer-review

6 Scopus citations

Abstract

Virtual reality (VR) has evolved to include non-immersive to fully-immersive experiences for the classroom. This study seeks to understand the potential effects VR may offer, specifically characteristics associated with how a student experiences a VR intervention and the effects of using a VR device for learning. A group experimental design was used to compare a fully-immersive VR intervention and an identical non-immersive VR intervention for a group of middle school participants with ASD (N = 22). Participants were randomly assigned a screen-based VR experience or a head-mounted display VR experience through rolling randomization. Results indicate that while the more immersive condition did not produce higher acquisition than the non-immersive condition, both device conditions did produce significant increases in learning.

Original languageEnglish
Pages (from-to)530-543
Number of pages14
JournalJournal of Research on Technology in Education
Volume56
Issue number5
DOIs
StatePublished - 2024

Scopus Subject Areas

  • Education
  • Computer Science Applications

Keywords

  • Virtual reality
  • assistive technology
  • autism
  • instructional technology
  • mixed reality
  • social skills
  • special education

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