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| dc.contributor.author | Lozano Álvarez, María | |
| dc.contributor.author | Rodríguez Cano, Sonia | |
| dc.contributor.author | Delgado Benito, Vanesa | |
| dc.contributor.author | García Delgado, Miguel Ángel | |
| dc.date.accessioned | 2026-06-02T10:09:25Z | |
| dc.date.available | 2026-06-02T10:09:25Z | |
| dc.date.issued | 2025-08 | |
| dc.identifier.uri | https://hdl.handle.net/10259/11781 | |
| dc.description.abstract | This exploratory case study investigates the implementation and educational impact of a Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets, incorporated gamified and interactive content aimed at enhancing cognitive skills such as attention, inhibition, narrative memory, and phonological awareness. Two in-depth case studies were conducted with primary school students formally diagnosed with dyslexia. Cognitive performance was assessed using the NEPSY-II neuropsychological battery, and user experience was evaluated using the Technology Acceptance Model (TAM). The results showed positive trends in executive function and language-related skills, as well as high motivation and satisfaction. While these findings suggest promising benefits of immersive educational technologies in dyslexia intervention, conclusions regarding efficacy cannot be drawn due to the limited sample size. Further research with larger and controlled designs is needed to validate these initial observations | en |
| dc.format.mimetype | application/pdf | |
| dc.language.iso | eng | en |
| dc.publisher | MDPI | en |
| dc.relation.ispartof | Societies. V. 15, n. 8, art. 215 | es |
| dc.rights | Atribución 4.0 Internacional | * |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
| dc.subject | Dyslexia | en |
| dc.subject | Assistive technology | en |
| dc.subject | Virtual reality | en |
| dc.subject | Augmented reality | en |
| dc.subject | Educational software | en |
| dc.subject | User experience | en |
| dc.subject | Immersive learning | en |
| dc.subject.other | Dislexia | es |
| dc.subject.other | Dyslexia | en |
| dc.subject.other | Realidad virtual en la enseñanza | es |
| dc.subject.other | Virtual reality in education | en |
| dc.subject.other | Realidad aumentada | es |
| dc.subject.other | Augmented reality | en |
| dc.title | Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners: An Exploratory Case Study | en |
| dc.type | info:eu-repo/semantics/article | en |
| dc.rights.accessRights | info:eu-repo/semantics/openAccess | en |
| dc.relation.publisherversion | https://doi.org/10.3390/soc15080215 | en |
| dc.identifier.doi | 10.3390/soc15080215 | |
| dc.identifier.essn | 2075-4698 | |
| dc.journal.title | Societies | en |
| dc.volume.number | 15 | es |
| dc.issue.number | 8 | es |
| dc.page.initial | 215 | es |
| dc.type.hasVersion | info:eu-repo/semantics/publishedVersion | en |



