Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners: An Exploratory Case Study

This exploratory case study investigates the implementation and educational impact of a Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets, incorporated gamified and interactive content aimed at enhancing cognitive skills such as attention, inhibition, narrative memory, and phonological awareness. Two in-depth case studies were conducted with primary school students formally diagnosed with dyslexia. Cognitive performance was assessed using the NEPSY-II neuropsychological battery, and user experience was evaluated using the Technology Acceptance Model (TAM). The results showed positive trends in executive function and language-related skills, as well as high motivation and satisfaction. While these findings suggest promising benefits of immersive educational technologies in dyslexia intervention, conclusions regarding efficacy cannot be drawn due to the limited sample size. Further research with larger and controlled designs is needed to validate these initial observations.

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Publication Details

Journal
Societies
Published
2025-08-04
DOI
https://doi.org/10.3390/soc15080215
Citations
2
Primary Topic
Cognitive and developmental aspects of mathematical skills
Type
article
Field-Weighted Citation Impact
5.26
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article

Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners: An Exploratory Case Study

Vanesa Delgado Benito, Miguel Ángel García-Delgado, Sonia Rodríguez Cano, María Lozano-Álvarez
2 citations
Societies
Cognitive and developmental aspects of mathematical skills
5.26
article

Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners: An Exploratory Case Study

Vanesa Delgado Benito, Miguel Ángel García-Delgado, Sonia Rodríguez Cano, María Lozano-Álvarez
article en
2 citations

Abstract

This exploratory case study investigates the implementation and educational impact of a Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets, incorporated gamified and interactive content aimed at enhancing cognitive skills such as attention, inhibition, narrative memory, and phonological awareness. Two in-depth case studies were conducted with primary school students formally diagnosed with dyslexia. Cognitive performance was assessed using the NEPSY-II neuropsychological battery, and user experience was evaluated using the Technology Acceptance Model (TAM). The results showed positive trends in executive function and language-related skills, as well as high motivation and satisfaction. While these findings suggest promising benefits of immersive educational technologies in dyslexia intervention, conclusions regarding efficacy cannot be drawn due to the limited sample size. Further research with larger and controlled designs is needed to validate these initial observations.

SocietiesVol. 15(8)
Universidad de Burgos (ES)
Quality Education
Openalex Percentile: Top 4%
Cognitive and developmental aspects of mathematical skills
5.26
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Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners: An Exploratory Case Study — Vanesa Delgado Benito, Miguel Ángel García-Delgado, et al. · Societies (2025) | TGRS Research Map | TGRS