<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-06-04T05:55:05Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/11781" metadataPrefix="marc">https://riubu.ubu.es/oai/request</request><GetRecord><record><header><identifier>oai:riubu.ubu.es:10259/11781</identifier><datestamp>2026-06-03T06:44:14Z</datestamp><setSpec>com_10259_4839</setSpec><setSpec>com_10259_5086</setSpec><setSpec>com_10259_2604</setSpec><setSpec>col_10259_4840</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dcterms="http://purl.org/dc/terms/" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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<subfield code="a">Lozano Álvarez, María</subfield>
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<subfield code="a">Rodríguez Cano, Sonia</subfield>
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<subfield code="a">Delgado Benito, Vanesa</subfield>
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<subfield code="a">García Delgado, Miguel Ángel</subfield>
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<subfield code="c">2025-08</subfield>
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<subfield code="a">This exploratory case study investigates the implementation and educational impact of a&#xd;
Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to&#xd;
support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets,&#xd;
incorporated gamified and interactive content aimed at enhancing cognitive skills such&#xd;
as attention, inhibition, narrative memory, and phonological awareness. Two in-depth case&#xd;
studies were conducted with primary school students formally diagnosed with dyslexia.&#xd;
Cognitive performance was assessed using the NEPSY-II neuropsychological battery, and&#xd;
user experience was evaluated using the Technology Acceptance Model (TAM). The results&#xd;
showed positive trends in executive function and language-related skills, as well as high&#xd;
motivation and satisfaction. While these findings suggest promising benefits of immersive&#xd;
educational technologies in dyslexia intervention, conclusions regarding efficacy cannot be&#xd;
drawn due to the limited sample size. Further research with larger and controlled designs&#xd;
is needed to validate these initial observations</subfield>
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<subfield code="a">https://hdl.handle.net/10259/11781</subfield>
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<subfield code="a">10.3390/soc15080215</subfield>
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<subfield code="a">2075-4698</subfield>
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<datafield ind1=" " ind2=" " tag="653">
<subfield code="a">Dyslexia</subfield>
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<subfield code="a">Assistive technology</subfield>
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<subfield code="a">Virtual reality</subfield>
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<subfield code="a">Augmented reality</subfield>
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<subfield code="a">Educational software</subfield>
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<subfield code="a">User experience</subfield>
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<subfield code="a">Immersive learning</subfield>
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<datafield tag="245" ind1="0" ind2="0">
<subfield code="a">Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners: An Exploratory Case Study</subfield>
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