Virtual reality and gamification for STEM learning among speech impaired learners in Ghana

Abstract Virtual reality (VR) and gamification are increasingly used in STEM education to enhance student engagement and learning. However, it remains unclear how these technologies address the needs of students with speech impairments, particularly in low-resource settings in Ghana. This scoping review examines existing research on the use of VR and gamification in inclusive STEM education, with a specific focus on accessibility features and the representation of speech-impaired learners in the literature. Using PRISMA-ScR guidelines, 2501 records were identified from five databases. After screening, 40 studies published between 2020 and 2024 were included. However, very few studies explicitly address accessibility for learners with speech impairments, and only a small number consider low-resource or marginalized educational contexts. Most of the existing research originates from high-income countries and tends to focus on broader disability groups rather than on speech impairment as a distinct category.

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Publication Details

Journal
Discover Education
Published
2026-10-07
DOI
https://doi.org/10.1007/s44217-026-02104-6
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Virtual reality and gamification for STEM learning among speech impaired learners in Ghana

Daniel Appiah Gyekye
Discover Education
Educational Games and Gamification
article

Virtual reality and gamification for STEM learning among speech impaired learners in Ghana

Daniel Appiah Gyekye
article en

Abstract

Abstract Virtual reality (VR) and gamification are increasingly used in STEM education to enhance student engagement and learning. However, it remains unclear how these technologies address the needs of students with speech impairments, particularly in low-resource settings in Ghana. This scoping review examines existing research on the use of VR and gamification in inclusive STEM education, with a specific focus on accessibility features and the representation of speech-impaired learners in the literature. Using PRISMA-ScR guidelines, 2501 records were identified from five databases. After screening, 40 studies published between 2020 and 2024 were included. However, very few studies explicitly address accessibility for learners with speech impairments, and only a small number consider low-resource or marginalized educational contexts. Most of the existing research originates from high-income countries and tends to focus on broader disability groups rather than on speech impairment as a distinct category.

Discover EducationVol. 5(1)
University of Oregon (US)
Openalex Percentile: Top 4%
Educational Games and Gamification
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Virtual reality and gamification for STEM learning among speech impaired learners in Ghana — Daniel Appiah Gyekye · Discover Education (2026) | TGRS Research Map | TGRS