Virtual reality as a tool for supporting dyslexic students: Insights from a systematic literature review

Abstract Over the past few decades, virtual reality (VR) has attracted significant academic interest due to its potential to transform traditional educational experiences into highly engaging and interactive environments. VR technology, with its immersive learning capabilities, has been rigorously tested and developed in STEM education and other disciplines, showing promising results. Students with dyslexia, who often struggle with accurate or fluent word recognition and spelling skills, face challenges that traditional learning materials do not effectively address. This study focuses on students with dyslexia, exploring the current state of VR‐based learning materials in primary and secondary education. It presents a systematic literature review of articles published between 2018 and 2023 to analyse the development of this field over the past five years, the types of VR technology used, and the benefits for dyslexic students at different educational stages. The results reveal that the use of VR for developing learning materials for students with dyslexia is still in its early stages and relatively limited. These findings may guide teachers and curriculum designers in leveraging VR to better support students with dyslexia, and they highlight the need for further empirical research in this area.

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Publication Details

Journal
British Journal of Special Education
Published
2025-06-13
DOI
https://doi.org/10.1111/1467-8578.70038
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Virtual reality as a tool for supporting dyslexic students: Insights from a systematic literature review

Nur Azlina Mohamed Mokmin, Jiawei Wang, Shaorong Ji
British Journal of Special Education
Educational Games and Gamification
article

Virtual reality as a tool for supporting dyslexic students: Insights from a systematic literature review

Nur Azlina Mohamed Mokmin, Jiawei Wang, Shaorong Ji
article en

Abstract

Abstract Over the past few decades, virtual reality (VR) has attracted significant academic interest due to its potential to transform traditional educational experiences into highly engaging and interactive environments. VR technology, with its immersive learning capabilities, has been rigorously tested and developed in STEM education and other disciplines, showing promising results. Students with dyslexia, who often struggle with accurate or fluent word recognition and spelling skills, face challenges that traditional learning materials do not effectively address. This study focuses on students with dyslexia, exploring the current state of VR‐based learning materials in primary and secondary education. It presents a systematic literature review of articles published between 2018 and 2023 to analyse the development of this field over the past five years, the types of VR technology used, and the benefits for dyslexic students at different educational stages. The results reveal that the use of VR for developing learning materials for students with dyslexia is still in its early stages and relatively limited. These findings may guide teachers and curriculum designers in leveraging VR to better support students with dyslexia, and they highlight the need for further empirical research in this area.

British Journal of Special EducationVol. 52(3)
Universiti Sains Malaysia (MY)
Ministry of Higher Education, Malaysia
Openalex Percentile: Top 86%
Educational Games and Gamification
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Virtual reality as a tool for supporting dyslexic students: Insights from a systematic literature review — Nur Azlina Mohamed Mokmin, Jiawei Wang, et al. · British Journal of Special Education (2025) | TGRS Research Map | TGRS