TY - JOUR
T1 - Semi-Immersive Virtual Reality as a Tool to Improve Cognitive and Social Abilities in Preschool Children
AU - Lorusso, Maria Luisa
AU - Travellini, Simona
AU - Giorgetti, Marisa
AU - Negrini, Paola
AU - Reni, Gianluigi
AU - Biffi, Emilia
PY - 2020
Y1 - 2020
N2 - 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.
AB - 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.
KW - children
KW - cooperative games
KW - empowerment
KW - interactive learning environments
KW - motor planning
KW - semi-immersive virtual reality
KW - children
KW - cooperative games
KW - empowerment
KW - interactive learning environments
KW - motor planning
KW - semi-immersive virtual reality
UR - http://hdl.handle.net/10807/152506
UR - https://www.mdpi.com/2076-3417/10/8/2948
U2 - 10.3390/app10082948
DO - 10.3390/app10082948
M3 - Article
SN - 2076-3417
VL - 2020
SP - 1
EP - 25
JO - APPLIED SCIENCES
JF - APPLIED SCIENCES
ER -