VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence
<p>Flowchart depicting the literature research and selection of studies for review [<a href="#B41-education-13-00639" class="html-bibr">41</a>].</p> "> Figure 2
<p>Metacognition, emotional intelligence, and motivations are inextricably linked and provide the ground for meta-skills development.</p> "> Figure A1
<p>ROB-2 “traffic light” plots of the domain-level judgements for each individual result.</p> "> Figure A2
<p>ROB-2 weighted bar plots of the distribution of risk-of-bias judgements within each bias domain.</p> "> Figure A3
<p>ROBINS-I “traffic light” plots of the domain-level judgements for each individual result.</p> "> Figure A4
<p>ROBINS-I weighted bar plots of the distribution of risk-of-bias judgements within each bias domain.</p> ">
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Design
2.2. Eligibility Criteria
2.3. Information Sources
2.4. Search Strategy
2.5. Selection Processes
2.6. Data Collection and Data Items
2.7. Study Quality (Risk of Bias Assessments)
2.8. Search Results
3. Background Knowledge
3.1. Μotivations, Metacognition, and Emotional Intelligence: The Meta-Skills Triad
3.2. Motivation, Metacognitive, and Emotional Training as an Urgent Need in Special Education
3.3. The Benefits of VR and Gaming Technologies for Training People with SEND
3.4. The Potential of VR and Gaming Technologies in Meta-Skills Training
4. VRGs for Meta-Skills Training in Special Education
4.1. VRGs for Meta-Skills Training in Attention-Deficit/Hyperactivity Disorder (ADHD)
4.2. VRGs for Meta-Skills Training in Autism Spectrum Disorder (ASD)
4.3. VRGs for Meta-Skills Training in Intellectual Disabilities (ID)
4.4. VRGs for Meta-Skills Training in Down Syndrome
4.5. VRGs for Meta-Skills Training in Specific Learning Difficulties
4.6. Quality of Studies and Risk of Bias Assessments
5. Discussion
6. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Source | Year | Sample (Number, Age or Mean Age, Sex) | Target Group | VRG Design Characteristics | Target Abilities/Skills | Duration | Study Design | Main Findings |
---|---|---|---|---|---|---|---|---|
Lis et al. [85] | 2013 | n = 40 (20 ADHD, 20 healthy controls), Mage = 36 M = 18, Fe = 22 | ADHD | Virtual social exchange game with virtual partners | Interpersonal skills, emotion recognition skills, ToM abilities | 1 session | Quasi-experimental study | Signs of improvements in socio-emotional adaptive skills |
Weerdmeester et al. [86] | 2016 | n = 73, Mage = 9.77, (nexp = 37, nclt = 36) Fe = 15, M = 58 | ADHD | Full-body videogame | Inhibitory control, motor control skills | 6 sessions, 15 min/session | RCT | Improved attention regulation and reduced impulsiveness |
Lan et al. [87] | 2018 | n = 4, 8–9 years old, Fe = 2, M = 2 | ADHD, ASD, ID | Non-immersive screen-based VRG (Second Life) | Social engagement | 3 months | Design-based research design | Improved attention regulation, language awareness, and positive motivations |
Ou et al. [78] | 2020 | n = 3, 8–12 years, Fe = 2, m = 1 | ADHD | Proprioception, balance, and coordination games in immersive VR | Attention, mental flexibility, abstract reasoning, and complex information processing | 3 months (3 times a week, 40 min/session) | Pilot study | Self-regulation of inattention, hyperactivity, and aggressiveness |
Bossenbroek et al. [88] | 2020 | n = 8, Mage = 14.67, Fe = 1, M = 7 | ADHD | Immersive VR biofeedback game with breathing exercises | Self-regulation skills | 4 weeks, 6 sessions, 15 min | Single-case experimental study | Improved self-regulation skills |
Rodrigo-Yanguas et al. [90] | 2021 | n = 37, Mage = 13.78, Fe = 12, M = 25 | ADHD | Adventurous 3D serious game with problem-solving tasks | Attention, memory, visuospatial abilities, inhibition control, planning, reasoning, and mental flexibility | 25 min/session | RCT | Positive feelings, satisfaction and desire for repetition |
Schena et al. [91] | 2023 | n = 60 (Exp = 30, Clt = 30), Mage = 8, Fe = 27, M = 33 | ADHD | Serious immersive games with cognitive-behavioral tasks | Attention, planning, visual perception, visuomotor skills, and abstract reasoning | 6 months, 2 sessions per week, 50 min per session, | Preliminary study | Better self-regulation of hyperactivity and impulsivity. Improved executive functions |
Cunha et al. [89] | 2023 | n = 26, (Exp = 13, Clt = 13), Mage = 21 | ADHD | Virtual reality-based games from the Enhance VR app | Attention, memory, processing, and mental flexibility | 10 sessions, 6 games | RCT | Improvement in the results of processing speed and visuospatial memory |
Parson et al. [92] | 2015 | n = 14 (8 typical, 7–9 years, 6 ASD 10–13 years) | ASD | Multi-user virtual reality game | Social awareness, empathy, and collaboration | 2 weeks, 3 sessions, 30 min sessions | Case study | Improved social awareness and flexibility to collaborate |
Lu et al. [99] | 2017 | n = 12, (nexp = 7, nclt = 5), (10 with ASD, 2 SEND) | ASD | Serious immersive single-player 3D role-playing game developed on a VR platform | Follow directions, communicate by giving directions, psychomotor skills, and hand-eye coordination | 1 session (1–15 attempts) | RCT | Improvements in social communication, sense of self-satisfaction, giving and following instructions, and improved control over eye-hand coordination |
Ke et al. [93] | 2018 | n = 8, 10–14 years, Fe = 1, M = 7 | ASD | 3D virtual collaborative gaming | Social awareness skills (responding, negotiation, initiation, self-identity, and cognitive flexibility) | 16–31 sessions 45–60 min sessions | Mixed-method, multi-case study | Subjected increased sense of agency and identity manifestation. Cognitive flexibility and social awareness improved |
Muneer et al. [94] | 2015 | n = 5, Mage = 5.2 | ASD | VR games: Carnival games, Kinect Adventures | Motor, attention, coordination, imitation, decision making, following instructions, understanding cause and effect, and social/emotional skills | 1 month, 4–6 sessions, 20–30 min. | Pilot Study | Improvements in motor, attention, observation, and socio-emotional skills |
Rosenfield et al. [95] | 2019 | n = 2, 6–7 years, Fe = 1, M = 1 | ASD/ ADHD | VRG | Observation skills, joint attention skills, and conversation skills | 1 session, 15 min | User study | Improved ability to express needs and desires |
Johnston et al. [98] | 2020 | n = 6, Mage = 17.7, Fe = 2, M = 4 | ASD | VRGs combined with CBT and binaural-based spatial audio | Self-regulation skills | 4 weeks A session per week, 30 min per session | Pilot study | Tolerance and better regulation of stress and auditory hypersensitivity |
Tsai et al. [96] | 2020 | n = 3, Mage = 7.7 M = 3 | ASD | Third-person perspective role-playing game in a CAVE-like immersive 3D virtual reality | Emotional recognition skills, social skills, observation skills | 10 sessions | Multiple single-subject study | Improved social reciprocity behavior, improved awareness of emotions |
Terlouw et al. [97] | 2021 | n = 37 (n = 23 ASD, n = 14 other needs), 10–12 years old, Fe = 5 with ASD, M = 18 with ASD | ASD | Serious virtual escape-room-based game (puzzles, riddles, and collaborative games) | Social interaction, communication. Joint attention, as well as | 4 testing sessions | Design research framework | Improved flexibility in interacting and communicating with peers |
Amjad et al. [100] | 2019 | n = 44 (Exp = 22, Clt = 22) | ID | VR-based Xbox 360 Kinect platform with brain games | cognitive and executive functions | 6 weeks, 5 sessions per week, 30 min | RCT | EEG indicator improved as well as cognitive functions |
Thapa et al. [103] | 2020 | n = 68 (Exp = 34, Clt = 34), Mage = 72,6 | ID | 4 series of games with Oculus VR headset and wireless hand controllers | Attention, memory, and processing speed | 24 sessions, 3 times/week, 100 min each session | RCT | Improved executive functions |
Ahn [101] | 2021 | n = 13, Mage = 9.2, Fe = 6, M = 7 | ID | Wii console VR video game | Visual-motor integration skills | 12 sessions for 40 min once a week | Pilot study | Improved visual motor control, coordination, and visual perception. |
Cheung et al. [102] | 2022 | n = 145, Mage = 41.4 (42, 53, 50 for experimental, traditional and control groups, respectively), Fe = 65, M = 80 | ID | Immersive VRG-like training | Adaptive behaviors, autonomy, self-efficacy, attentiveness, and decision making | 10 sessions | RCT | Improvements in memory span, flexible and self-regulated behaviors, and independence |
Wuang et al. [104] | 2010 | n = 155 (SOT = 53, exp = 52 clt = 50) | Down Syndrome | VR using Wii gaming technology | Sensory-motor skills | 24 weeks, 2 days/week 1-h sessions | RCT | Improved motor proficiency, visual-integrative abilities, and sensory-integrative functions |
Gómez Ál-varez et al. [105] | 2018 | n = 16 (Exp = 9, Clt = 7), 6–12 years old | Down Syndrome | VR using Nintendo Wii along with Wii balance board | Motor control skills | 8 weeks, twice a week, 20 min per session | Quasi-experimental design | Improved control over postural and other motor operations |
Pedroli et al. [106] | 2017 | n = 10, Mage = 10.6, Fe = 2, M = 8 | Dyslexia (with/ without dysgraphia and dyscalculia | VR Wii-based game | Attention skills | 4 weeks | Pilot study | Better self-regulation of attention |
Buele et al. [107] | 2019 | n = 8, 8–12 years, Fe: 3, Μ = 5 | Dyslexia, dysgraphia | Virtual environment developed in Unity 3D | Language awareness skills | 5 weeks, two times per week, 30 min | Preliminary study | Greater understanding, as well as increased confidence and interest |
Flores-Gallegos et al. [108] | 2021 | n = 11 (nexp = 6, nclt = 5), Mage = 7.9, Fe = 4, M= 7 | Reading disability | Virtual reality games with an Oculus Rift headset | Reading accuracy, comprehension, speed, visual and auditory attention | 15 sessions, 30 min per session | RCT | Improved visuospatial attention skills, comprehension, improved self-perception, and positive feelings |
Castro et al. [109] | 2014 | n = 26, Mage = 8 | Dyscalculia | Gaming in a virtual environment with mathematical content | Working memory, visual reasoning, spatial visualization, and recognition skills | 10 sessions, 60 min/session | RCT | Better math skills, reduced math phobia, positive attitude, autonomy, and self-motivation |
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“Virtual Reality Games” OR “VR gaming” OR “3D games” OR “Immersive games” |
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“Attention Deficit/Hyperactivity Disorder” OR “Autism Spectrum Disorder” OR “Intellectual Disability” OR “Dyslexia” OR “Dyscalculia” OR “Down Syndrome” OR “Specific Learning Difficulties” |
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“Metacognitive Skills” OR “Self-regulation” OR “Emotion Regulation” OR “Self-awareness” OR “Socio-Emotional awareness” OR “Inhibition control” OR “Attention regulation” |
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Mitsea, E.; Drigas, A.; Skianis, C. VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence. Educ. Sci. 2023, 13, 639. https://doi.org/10.3390/educsci13070639
Mitsea E, Drigas A, Skianis C. VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence. Education Sciences. 2023; 13(7):639. https://doi.org/10.3390/educsci13070639
Chicago/Turabian StyleMitsea, Eleni, Athanasios Drigas, and Charalabos Skianis. 2023. "VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence" Education Sciences 13, no. 7: 639. https://doi.org/10.3390/educsci13070639
APA StyleMitsea, E., Drigas, A., & Skianis, C. (2023). VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence. Education Sciences, 13(7), 639. https://doi.org/10.3390/educsci13070639