Designing for Successful Educational Experiences in Virtual Reality Environments

Virtual Reality (VR) and immersive instruction hold great promise to alter instruction for students with autism spectrum disorder (ASD). Yet, the voices of the direct users (e.g., the teachers and students) are often underutilized or not at all utilized in the creation of educational applications, particularly in the field of VR. The purpose of this study was to understand how teachers and students understand the design elements of future VR educational environments. We conducted interviews with middle school teachers of students with ASD and middle school students with ASD to understand the varying preferences of features and functions as future users of VR in their classrooms. Data analysis revealed three primary themes, engagement, motivation, and navigation, were crucial regarding the design and experience of virtual environments for the participants. Overall, we conclude and discuss that aligning the design of educational technology experience with the perspectives of direct users and aligning with elements of a research-based framework of UDL seems to offer great promise to improving future virtual experiences and student outcomes.

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Publication Details

Journal
Journal of Special Education Technology
Published
2024-08-23
DOI
https://doi.org/10.1177/01626434241277191
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37
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article

Designing for Successful Educational Experiences in Virtual Reality Environments

Sean J. Smith, Adam Carreon, Maggie A. Mosher, Amber Rowland et al.
1 citations
Journal of Special Education Technology
Virtual Reality Applications and Impacts
0.37
article

Designing for Successful Educational Experiences in Virtual Reality Environments

Sean J. Smith, Adam Carreon, Maggie A. Mosher, Amber Rowland, Alisa Lowery
article en
1 citations

Abstract

Virtual Reality (VR) and immersive instruction hold great promise to alter instruction for students with autism spectrum disorder (ASD). Yet, the voices of the direct users (e.g., the teachers and students) are often underutilized or not at all utilized in the creation of educational applications, particularly in the field of VR. The purpose of this study was to understand how teachers and students understand the design elements of future VR educational environments. We conducted interviews with middle school teachers of students with ASD and middle school students with ASD to understand the varying preferences of features and functions as future users of VR in their classrooms. Data analysis revealed three primary themes, engagement, motivation, and navigation, were crucial regarding the design and experience of virtual environments for the participants. Overall, we conclude and discuss that aligning the design of educational technology experience with the perspectives of direct users and aligning with elements of a research-based framework of UDL seems to offer great promise to improving future virtual experiences and student outcomes.

Journal of Special Education TechnologyVol. 40(3)
University of Kansas (US), Georgia Southern University (US), University of Southern Mississippi (US)
Quality Education
Openalex Percentile: Top 41%
Virtual Reality Applications and Impacts
0.37
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Designing for Successful Educational Experiences in Virtual Reality Environments — Sean J. Smith, Adam Carreon, et al. · Journal of Special Education Technology (2024) | TGRS Research Map | TGRS