Semi-Immersive Virtual Reality as a Tool to Improve Cognitive and Social Abilities in Preschool Children

被引:26
|
作者
Lorusso, Maria Luisa [1 ]
Travellini, Simona [1 ]
Giorgetti, Marisa [1 ]
Negrini, Paola [2 ]
Reni, Gianluigi [2 ]
Biffi, Emilia [2 ]
机构
[1] Sci Inst IRCCS E Medea, Unit Neuropsychol Dev Disorders, I-23842 Lecce, Italy
[2] Sci Inst IRCCS E Medea, Bioengn Lab, I-23842 Lecce, Italy
来源
APPLIED SCIENCES-BASEL | 2020年 / 10卷 / 08期
关键词
semi-immersive virtual reality; children; cooperative games; interactive learning environments; empowerment; perception; motor planning; problem-solving; ENVIRONMENT TECHNOLOGY; AUGMENTED REALITY; EDUCATION; MEMORY; REHABILITATION; MUSIC; FACTS;
D O I
10.3390/app10082948
中图分类号
O6 [化学];
学科分类号
0703 ;
摘要
Featured Application The system and the activities presented in this manuscript can be successfully employed for the empowerment of social abilities in pre-school children, promoting inclusion and preventing isolation. Potential applications are also the improvement of weak functions in the at-risk population (e.g., on children with neurodevelopmental disorders and children with language and communication disorders). Abstract 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.
引用
收藏
页数:25
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