Intervención innovadora mediante realidad aumentada y virtual en estudiantes con trastorno del espectro autista

Introduction. This study focuses on students with autism spectrum disorder (ASD) and examines the disorder and the integration of educational technologies, specifically augmented reality and virtual reality, as innovative tools for conducting training interventions. Objective. This study aims to understand the influence of augmented reality and virtual reality on students with ASD across various psychoeducational variables, including motivation, attention, communication, autonomy, and learning results. Method. A quasi-experimental pre-post design was employed involving a single group to achieve the study’s objectives. The sample consisted of 23 students from the Autism Association of Ceuta. Data was gathered through a questionnaire after implementing the planned contrast intervention. Results. The results reveal that activities with augmented reality and virtual reality achieved a greater reach than traditional activities, especially in terms of motivation, although attention was affected. Discussion. This verifies the potential of educational technology. However, its use must be adapted to optimize its benefits and mitigate possible effects on attention, guaranteeing a balanced educational experience for students with ASD.

Authors

Institutions

Publication Details

Journal
Revista Electrónica Educare
Published
2025-04-04
DOI
https://doi.org/10.15359/ree.29-1.18527
Primary Topic
Aging, Health, and Disability
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Intervención innovadora mediante realidad aumentada y virtual en estudiantes con trastorno del espectro autista

Antonio-José Moreno-Guerrero, Noemí Carmona-Serrano, Juan Antonio López Núñez, Antonio García Guzmán et al.
Revista Electrónica Educare
Aging, Health, and Disability
article

Intervención innovadora mediante realidad aumentada y virtual en estudiantes con trastorno del espectro autista

Antonio-José Moreno-Guerrero, Noemí Carmona-Serrano, Juan Antonio López Núñez, Antonio García Guzmán, Jesús López-Belmonte
article en

Abstract

Introduction. This study focuses on students with autism spectrum disorder (ASD) and examines the disorder and the integration of educational technologies, specifically augmented reality and virtual reality, as innovative tools for conducting training interventions. Objective. This study aims to understand the influence of augmented reality and virtual reality on students with ASD across various psychoeducational variables, including motivation, attention, communication, autonomy, and learning results. Method. A quasi-experimental pre-post design was employed involving a single group to achieve the study’s objectives. The sample consisted of 23 students from the Autism Association of Ceuta. Data was gathered through a questionnaire after implementing the planned contrast intervention. Results. The results reveal that activities with augmented reality and virtual reality achieved a greater reach than traditional activities, especially in terms of motivation, although attention was affected. Discussion. This verifies the potential of educational technology. However, its use must be adapted to optimize its benefits and mitigate possible effects on attention, guaranteeing a balanced educational experience for students with ASD.

Revista Electrónica EducareVol. 29(1)
Universidad de Granada (ES)
Openalex Percentile: Top 89%
Aging, Health, and Disability
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.