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dc.contributor.authorRodríguez Cano, Sonia 
dc.contributor.authorDelgado Benito, Vanesa 
dc.contributor.authorAusín Villaverde, Vanesa 
dc.contributor.authorMuñoz Martín, Lucía 
dc.date.accessioned2025-02-04T11:18:57Z
dc.date.available2025-02-04T11:18:57Z
dc.date.issued2021-07
dc.identifier.urihttp://hdl.handle.net/10259/10158
dc.description.abstractThe research conducted is part of the European project Erasmus+ FORDYSVAR, whose main objective is to contribute to the educational inclusion of students with dyslexia, aged between 10 and 16 years old, through the use of technology, specifically virtual reality (VR), to improve the access, participation, and educational achievement of students with this learning difficulty. This is a qualitative and interpretative study with a descriptive character. The objective of this work is to design a VR application that contributes to the learning of students with dyslexia based on user-centered design as a methodology. The developmental lines to be addressed in the application have been defined, the features to be included have been determined, and the activities that make up the software have been designed. All this is based on the analysis of the needs and interests of the end users (students with dyslexia) as well as the vision of professionals (teachers and dyslexia intervention specialists). The results obtained allow us to conclude that VR technology is an interesting avenue of treatment, as it offers a ludic, safe, controlled, and motivating environment for students with dyslexia.en
dc.description.sponsorshipThis work has been co-financed by the Erasmus+ program of the European Union through the 2018-1-ES01-KA201-050659 project. That of the European Commission for the preparation of this publication does not imply acceptance of its contents, which is the sole responsibility of the authors. Therefore, the Commission is not responsible for the use that may be made of the information disclosed here.es
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherMDPIes
dc.relation.ispartofSustainability. 2021, V. 13, n- 15, p. 8425es
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectDyslexiaen
dc.subjectEducational technologyen
dc.subjectVirtual realityen
dc.subjectFORDYSVARen
dc.subject.otherEducación especiales
dc.subject.otherSpecial educationen
dc.subject.otherEducaciónes
dc.subject.otherEducationen
dc.subject.otherTecnologíaes
dc.subject.otherTechnologyen
dc.titleDesign of a Virtual Reality Software to Promote the Learning of Students with Dyslexiaen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.3390/su13158425es
dc.identifier.doi10.3390/su13158425
dc.identifier.essn2071-1050
dc.journal.titleSustainabilityes
dc.volume.number13es
dc.issue.number15es
dc.page.initial8425es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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