The Utilization of Augmented Reality Technology for Sustainable Skill Development for People with Special Needs: A Systematic Literature Review
Abstract
:1. Introduction
1.1. Disabilities
1.2. AR for People with Special Needs
1.3. The Aim of the Study
- RQ1: What is the distribution of publications over time?
- RQ2: What is the geographical and demographic distribution of the studies?
- RQ3: What study design and methodologies have been implemented?
- RQ4: Which types of disabilities have been covered in the reviewed studies?
- RQ5: Which AR technology/approaches have been used?
- RQ6: Which AR domain fields were most used for sustainable skill development?
2. Methodology
2.1. Search Strategy
2.2. Inclusion and Exclusion Criteria
2.3. Selection Procedures
2.4. Quality Assessment
- QA1: Do the research topics include the implementation of AR in special education?
- QA2: Is the study clear in terms of the context?
- QA3: Are there accurate details on how the AR technology is implemented?
- QA4: Is the research methodology adequately performed?
- QA5: Are the study findings relevant to the purpose of this SLR?
2.5. Data Extraction
2.6. Data Analysis
3. Results
3.1. Publication Distribution by Time Frame
3.2. Geographical Distribution of the Publications
3.3. Demographic Distribution of Study Populations
3.4. Study Design and Methodology
3.5. Distribution of Different Disability Categories
3.6. AR Technology Interventions and Approaches
3.7. Domain Skills for Reviewed Studies
4. Discussion
PSID | Ref. | Disability | Skill Domain | Sample | Technology/Tool | Research Methodology/Model |
---|---|---|---|---|---|---|
PS1 | [10] | ID | Math Skills | 3♀ Adults (21–24 year) | An AR video prompting (VP) Using iPad with HP-Reveal | Single-subject design for multiple designs of baseline |
PS2 | [57] | LD | Mathematics | 4♀/3♂ Middle School Students (7–8 grade) | A Video-Based Instruction Using iPad with the Aurasma app | Single-case design |
PS3 | [65] | ASD | Social Skills (Communication) | 3♀ & ♂ Children (7–9 years) | Kinect Skeletal Tracking with 3-D virtual characters | Single-subjects design through multiple-baseline (Wizard of Oz experiment) |
PS4 | [78] | ASD | Learning Alphabet Letters and Numbers | (5♀/43♂ ASD) & (15♀/33♂ TD) | Webcam and Projection-Based AR computer game “MoviLetrando” | Reaction time (RT) performance before and after the training for the Control group (TD) |
PS5 | [75] | ADHD | Cognitive Behavioral Therapy (CBT) | ♀ & ♂ Children | AR Technology based Simulation game | Case Study (Treatment-Program) |
PS6 | [58] | ID | Daily life task (using ATM) | 1♀/2♂ junior high school students (9 grade) | AR tech. “Let’s go banking” game on iPad and iPhone, with simulation | Single baseline design |
PS7 | [81] | ADHD & ASD | Social Communication/Attention | 1♀/6♂ high school students (14–18 years) | Wearable Empowered Brain glasses—AR game base | Correlation relative to (ABC–H) |
PS8 | [71] | HI | Literacy Development (User Requirement) | 10♀/4♂ parents for questionnaire (av. 43 years) & 7♀ interviews) and 14♀ children from (1,2,5 grad) | Mobile AR app. (ArSL) | 3 methods have been used: questionnaires for parents, observations with students and interviews with their teachers. |
PS9 | [77] | SN | Independent Tasks | 4♀ & ♂ students & 6♀ & ♂ Teachers | AR teaching assistance with Cinema 4D (Unity 3D, Vuforia programs) | Design-based research (Mixed Method) |
PS10 | [72] | ASD | Social Skills | 1♀/10♂ Student (2–6 years) | AR game, Quiver Vision for Android smartphones (v 3.15). | The quantitative quasi-experiment study pretest-posttest (control & intervention group) |
PS11 | [74] | SN | Stimulate cognitive, problem solving & social skills | 13♀/12♂ Pre-School (4–5 years) | “Giok the alien” AR App., physical cube, TV and smart device | Observation |
PS12 | [66] | ADS | Social skills (Cues) | 1♀/2♂ Children (8–9 years) | AR with concept map (CM) Technique (Social Stories TM) | Multiple-baselines with Single-subject research |
PS13 | [59] | ID | Navigation Skills | 1♀/2♂ Postsecondary Students (22–25 years) | iPhone app. Waypoint | Single-subject case designs (ABAB) |
PS14 | [76] | LD | Mathematics | 22♀ & ♂ primary school students (6–12 years) | Tabletop System | Pilot Case Study (experiment) |
PS15 | [56] | CI & PD (MD) | Daily life activities | 3♀/8♂ Patients (32–86 years) | AR Serious game “SIERRA”, TV and HP Camera | Experiment (control group) |
PS16 | [79] | ASD | Brush teeth | 3♂ Elementary Students (6–7 years) | Marker-based AR picture prompt to trigger a video model clip using iPod | Baseline and maintenance phases occurred in the SNE classroom and bathroom for a 5-step teeth brushing activity. |
PS17 | [67] | ASD | Nonverbal Facial Cues | 1♀/5♂ Adolescents (11–13 years) | AR Based Video Modeling Storybook (ARVMS) with PC & a tablet, using Vuforia | Single-subject with multiple baseline design across subjects |
PS18 | [80] | ASD & ID | Teaching Science Vocabulary | 3♀ ID & 1♂ ASD College Students | Aurasma Mobile app. using iPads | Multiple-probe across-behaviors/skills design |
PS19 | [91] | ID | Digital Navigation Aids | 2♀/4♂ College Students (18–24 years) | AR, G. Maps on Mobile and paper map | Adapted alternating treatment design |
PS20 | [89] | ASD | Mental representation of pretense (Deficits/delays in symbolic thinking) | 2♀/10♂ Children (4–7 years) | AR system with monitor and webcam | A within-subject experiment |
PS21 | [60] | PD | Enhance body motion (strength) | 2♀/1♂ Children (3–6 years) | Scratch 2.0 AR interactive game using laptop and webcam | Single-case research (ABAB) |
PS22 | [68] | ASD | Emotional expression & social skills | 1♀/2♂ Adolescents (10–13 years) | AR-based self-facial modeling (ARSFM) using monitor and webcam | Multiple baseline design |
PS23 | [90] | ASD & ID | Navigation decision (independently) | 3♀ ID & 1♂ ASD College Students (21–24 years) | AR, G. Maps on Mobile and paper map | Adapted alternating treatments design (Single-subject study) |
PS24 | [69] | CI | Vocational task prompting for job | 1♀/2♂ employee (20–25 years) | AR Coach system using monitor and webcam | Multiple baseline design |
PS25 | [52] | CI | Improving driving safety | 20 Elderly licensed drivers (65–85 years) | AR Cue | Experimental (factorial design) |
PS26 | [53] | ASD | Basic Living Skills BLS | 4 children & 5 SpeEdu teachers | AR Animation and (Static graphic) | Pre-post experimental research design (control & treatment group) |
PS27 | [73] | ASD | Phonics-based Literacy | 10♀ & ♂ Children (8–10 years) | AR Android app. and Flashcard using Vuforia Unity | A survey by interviewing lecturers and observation |
PS28 | [83] | ND, (ASD, DS & ID) | Theory of Mind skills (learning) | 6♀/24♂ Students (7–14 years) (3♀/14♂A) (3♂DS) (3♀/7♂ID) | AR 2D & 3D Touch Screen using Unity and 2D paper | Comparing the 3 environments |
PS29 | [61] | SAP | Treating AD | 4♀ Patients (M = 41.50 years) | AR Projective (P-ARET) | A single-case study |
PS30 | [86] | STM | Spatial STM | 35♀/41♂ preschool (5–6 years) & Primary school (7–8 years) healthy children | AR Spatial Memory App (ARSM) for Android and IOs using Unity and Vuforia | Testing the spatial short-term memory in Real Settings |
PS31 | [57] | ASD | Interactive, concentration and motivation | 14 Children (3–7 years) & 7 Teachers | Mobile AR (MOBIS) using digital contents and physical objects | Field Study (pre-post deployment) |
PS32 | [84] | SAP | Treating AD | 6♀ (21–41 years) | AR system (NX-Ultra camera and a Logitech QuickCam Pro 4000) | Nonconcurrent multiple baseline design |
PS33 | [62] | PD | Motor functions (improving symptoms) and non-motor functions (mood, quality of life) | 4♀/3♂ Individuals (M = 69 years) | AR smart Glasses | A single-group pilot feasibility study |
PS34 | [63] | SAP | Treating AD | 1♀ (A 25-year-old) | AR Serious game on Mobile | A single case study |
PS35 | [85] | SAP | Evaluation of the collaboration between clients & therapists | 20♀ Clients (M = 26.4 years) | AR Exposure Therapy (ARET) system | ARET group and IVET group |
PS36 | [87] | STM | Visuospatial (VSTM) | 42♀/55♂ children (5–9 years) & 7♀/8♂ Young Adult (25–30 years) | AR Visuospatial Memory (ARSM) system | ARSM task located in the real-world setting |
PS37 | [82] | CD/PD (MD) | Cognitive support | 20♀/24♂ Company assembly operators (22–58 years) | Top-mounted video projection, AR tech. | An exploratory study (experiment) |
PS38 | [51] | CD/PD | Independence (Route planning) | 13♀/9♂ (M = 69.5) Older Adults and 13♀/9♂ young (25–40 years) | Handheld AR system using mobile | Comparison of 2 groups |
PS39 | [88] | MA | Reduces cognitive load (improve spatial direction) | 17♀/11♂ Elderly (>65 years) (14 3D) & (14 2D) | AR with 3D Holography (AR-3DH) | ABA-designed pre- and post-tests to compare 2 groups |
PS40 | [55] | ADHD | Rehabilitation | 4 Children (6–8 years) | A remote-controlled by AR glasses with Wearable BCI* | Experiment (Clinical case study) |
PS41 | [70] | ID | Independent Daily Living Skills | 1♀/2♂ young adults (19–36 years) | AR Mobile App. using iPad with HP Reveal | Multiple-baseline and behavior design |
PS42 | [64] | ASD | Attention and Social Educational | 1♂ Student (A 13-year-old) | Empowered Brain with smart glasses, smartphones/tablets and a web-based data portal | A single-subject study |
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Keyword | Synonyms | |
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MAIN | “Augmented reality” | “AR” |
AND | “Special needs” | “Special education” OR “Disabilities” OR “Learning difficulties” OR “Disabled” OR “Intellectual disabilities” OR “Cognitive impairments” OR “attention deficith hyperactivity disorder” OR “Autism spectrum disorder” OR “Autism” OR “Mental disorder” OR “disorder” OR “Physical disability” OR “Down Syndrome” |
Criteria for Inclusion | Criteria for Exclusion |
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Primary Study ID | QA1 | QA2 | QA3 | QA4 | QA5 | Total Score |
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PS1 | 1 | 1 | 1 | 1 | 1 | 5 |
PS2 | 1 | 1 | 1 | 1 | 1 | 5 |
PS3 | 1 | 1 | 1 | 1 | 1 | 5 |
PS4 | 1 | 1 | 0.5 | 1 | 1 | 4.5 |
PS5 | 1 | 0.5 | 0.5 | 0.5 | 1 | 3.5 |
Data Item | Description |
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PS ID | The primary study identification |
Reference | Author name(s) and year of publication |
Region/Country | Specify where the study was conducted (Author’s country) |
Study objectives | The main aim of the study |
Study design (Methodology) | Determine the study approach |
Learning strategies | Describe which learning strategies have been targeted |
Field of the Education (Discipline) | The field of education in which the AR has been created |
Type of skill | Which learning domain has been used |
AR Technology/Tool | Which AR tool has been used as an intervention |
Type of the disability | Which disability type has been addressed |
Sample | Participants’ age group and numbers |
Results | Present the main finding |
Recommendations | What are the study limitations and future work |
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Cavus, N.; Al-Dosakee, K.; Abdi, A.; Sadiq, S. The Utilization of Augmented Reality Technology for Sustainable Skill Development for People with Special Needs: A Systematic Literature Review. Sustainability 2021, 13, 10532. https://doi.org/10.3390/su131910532
Cavus N, Al-Dosakee K, Abdi A, Sadiq S. The Utilization of Augmented Reality Technology for Sustainable Skill Development for People with Special Needs: A Systematic Literature Review. Sustainability. 2021; 13(19):10532. https://doi.org/10.3390/su131910532
Chicago/Turabian StyleCavus, Nadire, Karwan Al-Dosakee, Abdo Abdi, and Siyar Sadiq. 2021. "The Utilization of Augmented Reality Technology for Sustainable Skill Development for People with Special Needs: A Systematic Literature Review" Sustainability 13, no. 19: 10532. https://doi.org/10.3390/su131910532
APA StyleCavus, N., Al-Dosakee, K., Abdi, A., & Sadiq, S. (2021). The Utilization of Augmented Reality Technology for Sustainable Skill Development for People with Special Needs: A Systematic Literature Review. Sustainability, 13(19), 10532. https://doi.org/10.3390/su131910532