Breaking through Barriers: A Systematic Review of Extended Reality in Education for the Visually Impaired
Abstract
:1. Introduction
2. Methodology
2.1. Method
2.2. Research Aim and Questions
2.3. Data Sources and Search Strategies
2.4. Screening and Inter-Rater Reliability
2.5. Study Quality Assessment and Bias Mitigation Criteria
2.6. Data Extraction and Analysis
3. Findings and Discussion
3.1. Overview of Included Research Papers
3.2. RQ01: What Are the Prevalent Trends and Themes Surrounding the Use of XR in the Education of Individuals Who Are Blind or Have Visual Impairments?
3.2.1. Exploring the Potential of XR as an Educational Assistive Technology and in Inclusive Education
3.2.2. XR in Orientation and Mobility Education (O&M)
3.2.3. Spatial Cognition
3.2.4. Educational Games and Gamification
3.2.5. Multisensory Realities and Sensory Substitution
3.2.6. Authoring Tools for Educational Purposes
3.2.7. Academic Discipline
3.2.8. Educational Maps
3.2.9. Spatialized Audio
3.2.10. Multi-User Extended Realities and Group Work
3.2.11. Design Guidelines
3.3. What Challenges and Limitations Exist in Implementing XR in the Education of Individuals Who Are Blind or Have Visual Impairments?
3.4. RQ03: What Recommendations Can Be Made for Future Research on the Use of XR in the Education of Individuals Who Are Blind or Have Visual Impairments?
4. Conclusions
5. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Database | Keywords | Rules |
---|---|---|
Scopus | TITLE-ABS-KEY ((“Virtual Reality” OR “Augmented reality” OR “ Mixed realities “ OR “Mixed reality” OR “Extended Reality”) AND (“Visually Impaired” OR “Blind” OR “low vision”) AND (“education” OR “education*” OR “school”)) AND PUBYEAR > 2012 | Years = 2013–2023 Articles + Conference papers + Reviews English Only |
TITLE-ABS-KEY (“audio-games” OR “audio games” OR “tactile games” OR “tactile-games”) | ||
Science Direct | ((“Virtual Reality” OR “Augmented reality” OR “Mixed Reality” OR “Extended Reality”) AND (“Visually Impaired” OR “Blind” OR “low vision”) AND (“education” OR “school”)) | Years = 2013–2023 Articles + Conference papers + Reviews English Only |
“audio-games” OR “audio games” OR “tactile games” OR “tactile-games” | ||
ERIC | abstract: OR title: (“Virtual Reality” OR “Augmented reality” OR “ Mixed realities “ OR “Mixed reality” OR “Extended Reality”) AND (“Visually Impaired” OR “Blind” OR “low vision”) | Years = 2013–2023 Articles + Conference papers + Reviews English Only |
“audio-games” OR “audio games” OR “tactile games” OR “tactile-games” | ||
JSTOR | (“Virtual Reality” OR “Augmented reality” OR “Mixed Reality” OR “Extended Reality”) AND (“Visually Impaired” OR “Blind” OR “low vision”) AND (“education” OR “school”)) | Years = 2013–2023 Articles + Conference papers + Reviews English Only |
“audio-games” OR “audio games” OR “tactile games” OR “tactile-games” | ||
Taylor and Francic online | [[Abstract: “virtual reality”] OR [Abstract: “augmented reality”] OR [Abstract: “mixed reality”] OR [Abstract: “extended reality”]] AND [[Abstract: “visually impaired”] OR [Abstract: “blind”] OR [Abstract: “low vision”]] AND [[Abstract: “education”] OR [Abstract: “school”]] AND [Publication Date: (01/01/2013 TO 12/31/2023)] | Years = 2013–2023 Articles + Conference papers + Reviews English Only |
[All: “audio-games”] OR [All: “audio games”] OR [All: “tactile games”] OR [All: “tactile-games”] AND [Publication Date: (01/01/2013 TO 12/31/2023)] |
Appendix B
Item | Assessment Criteria | Description of Checklist |
---|---|---|
1 | Does the article evidently define the study’s aim? |
|
2 | Are the research questions and/or objectives clearly defined? |
|
3 | The paper effectively presents a clear research method that is clear and replicable. |
|
4 | The presentation of the results is clear and unambiguous. |
|
5 | The study shares clear and relevant conclusions. |
|
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Research Question | Themes | Subcategories |
---|---|---|
RQ01: What are the prevalent trends and themes surrounding the use of XR in the education of individuals who are blind or have visual impairments? | Educational Assistive Technology and Inclusive Education. | XR as an assistive tool |
XR for museum accessibility | ||
XR as assistant educational systems | ||
Indoor and outdoor navigation systems | ||
Enhancing various skills, promoting inclusion | ||
Orientation and Mobility Education (O&M) | O&M training | |
Interactive and cost-effective O&M | ||
XR for white cane training | ||
Multimodal cues for cognitive spatial maps | ||
Spatial learning and navigation skills | ||
Spatial Cognition | Sensory augmentation and substitution techniques | |
Educational Games and Gamification | Sound design | |
Inclusive gamming | ||
Multimodal training | ||
Audio games | ||
Multisensory realities | ||
Multisensory Realities and Sensory Substitution | Sensory Substitution Devices (SSDs) | |
Audio–tactile content | ||
Spatial representations with multimedia annotations | ||
Authoring Tools for Educational Purposes | Teacher and student authoring | |
The involvement of the target population and stakeholders in the design process | ||
Academic Discipline | Mathematics | |
Sport education | ||
History | ||
Chemistry | ||
STEM | ||
Geography | ||
Physics | ||
Music | ||
Educational Maps | Mental representation skills | |
Three-dimensional space | ||
Spatialized Audio | Auditory orientation system | |
Multi-User Extended Realities and Group Work | Multi-user Spatial XR | |
Group work | ||
Collaboration in multiplayer settings | ||
Design Guidelines | Bespoke design | |
Embedded inclusivity targeting VI | ||
Gestures coupled with auditory feedback can bridge the sensory gap created by visual impairments | ||
RQ02: What challenges and limitations exist in implementing XR in the education of VI students? | General Limitations | Small sample sizes |
Repetition in this field of research | ||
Incomplete reporting | ||
Studies lack information on limitations | ||
Specific challenges | ||
RQ03: What recommendations can be made for future research on the use of XR in this field? | Designing for accessibility | |
Assessment and research | ||
Partnerships and collaboration among researchers, developers, educators, and individuals with visual impairments | ||
VR game design | ||
Personalise learning experiences | ||
Develop reliable assessment tools | ||
Haptic and audio technologies | ||
Ethical considerations | ||
Long-term impact of immersive technology on learning outcomes | ||
explore the effectiveness of different types of XR, in meeting the diverse needs of VI students | ||
The potential barriers to implementing XR for VI Education | ||
Studying the cost-effectiveness and sustainability of integrating XR into VI education. |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Hamash, M.; Ghreir, H.; Tiernan, P. Breaking through Barriers: A Systematic Review of Extended Reality in Education for the Visually Impaired. Educ. Sci. 2024, 14, 365. https://doi.org/10.3390/educsci14040365
Hamash M, Ghreir H, Tiernan P. Breaking through Barriers: A Systematic Review of Extended Reality in Education for the Visually Impaired. Education Sciences. 2024; 14(4):365. https://doi.org/10.3390/educsci14040365
Chicago/Turabian StyleHamash, Mahmoud, Hanan Ghreir, and Peter Tiernan. 2024. "Breaking through Barriers: A Systematic Review of Extended Reality in Education for the Visually Impaired" Education Sciences 14, no. 4: 365. https://doi.org/10.3390/educsci14040365
APA StyleHamash, M., Ghreir, H., & Tiernan, P. (2024). Breaking through Barriers: A Systematic Review of Extended Reality in Education for the Visually Impaired. Education Sciences, 14(4), 365. https://doi.org/10.3390/educsci14040365