A Systematic Review of Virtual Reality Applications for Adaptive Behavior Training in Individuals with Intellectual Disabilities
Abstract
1. Introduction
1.1. Adaptive Behavior
1.2. Virtual Reality
1.3. The Application of VR in Individuals with IDs
1.4. Research Questions
2. Methods
2.1. Search Strategy
2.2. Eligibility Criteria
2.3. Selection of Studies
2.4. Data Extraction and Coding
2.5. Study Risk-of-Bias Assessment
3. Results
3.1. Current Trends
3.2. Participants
3.3. Application Areas
3.4. Intervention Devices
3.5. Pedagogical Strategies and Outcomes
4. Discussion
4.1. Current Research Status and Development Trends
4.2. Characteristics of Participants
4.3. Applying VR in Different Domains of Adaptive Behavior
4.4. Application of Virtual Devices
4.5. Pedagogical Strategies in VR Interventions
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Authors | Participants Characteristics | Prior Experience | Device Acceptance | Study Purpose | Design and Domains | Devices | Pedagogical Strategies | Outcomes |
---|---|---|---|---|---|---|---|---|
Burke et al. (2021) | N = 153 (111M, 42F) Mean Age: 21; IQ: Mild and moderate | N/A | N/A | To evaluate the ViTA system for enhancing job interview skills | Single-group pre-post test; PS | NIVR (Computer-based VR) | Structured curriculum, behavioral skill breakdown, timely feedback mechanism | Improved interview skills in individuals with IDs. |
Butti et al. (2024) | N = 28 (21M, 7F) Age: 7–25; IQ: Mild | N | Moderate | To examine the effects of VR-Spirit on social prediction and neuro-psychological outcomes | Randomized controlled trials; SS | NIVR (Computer-based VR) | Error-feedback learning; observational learning | Improved social prediction abilities. |
Capallera et al. (2023) | N = 18 (11M, 7F) Age: 12–16; IQ: Mild and moderate | N/A | High | To assess VR training for public transport use and its real-world applicability | Single-group pre-post test; PS | IVR (HTC Vive Pro) | Learning by doing | Effective real-world transfer and generalization of learned skills. |
Yalon-Chamovitz and Weiss (2008) | N = 33 (23M, 10F) Age: 20–39; IQ: Moderate and severe | Y | High | To explore VR feasibility for leisure activities for individuals with IDs | Randomized controlled trials; SS | NIVR (Xtreme video capture VR system) | N/A | VR provided engaging physical exercise. |
Cherix et al. (2020) | N = 15; Age: 9–18 IQ: Mild to moderate | N/A | High | To evaluate VR usability as a learning tool for young individuals with IDs | Single-group pre-post test; PS | IVR (HTC Vive Pro) | Phased learning process; contextual generalization training | VR effectively facilitated street-crossing skills. |
Cheung et al. (2022) | N = 145 (80M, 65F), Age: 20–72; IQ: Moderate and severe | N | High | To evaluate VR life skills training effects on self-efficacy, memory, cognition, and behavior | Randomized controlled trials; PS | IVR (HTC Vive Pro) | Based on constructivism theory; contextual feedback mechanism | VR significantly improved cooking and cleaning skills. |
Passig (2009) | N = 58; Age: 9–21; IQ: Mild to moderate | N/A | N/A | To investigate VR’s effect on time perception in adolescents with IDs | Randomized controlled trials; CS | IVR (HMD) | N/A | Participants with mild disabilities showed better temporal order perception than those with moderate disabilities. |
Franze et al. (2024) | N = 36 (20M, 16F) Age: 20–75; IQ: Mild | N/A | High | Compare IVR training with non-immersive virtual environments in improving real-world skills | Randomized controlled trials; PS | IVR (Meta Quest 2) | Spaced repetition | Participants showed significant improvement in waste management skills. |
Giachero et al. (2021) | N = 14 Age: 26–67; IQ: Mild | N/A | N/A | Evaluate the effectiveness of VR in teaching horticultural skills | Single-group pre-post test; PS | SIVR (NeuroVR 2.0) | Phased learning process | VR with movement observation improved procedural learning. |
Hong et al. (2021) | N = 21; Age: 18–50 IQ: Mild | N/A | High | Examine the effectiveness of VR-based coffee skills training | Mix design; PS | IVR (HMD) | Structured learning | VR facilitated vocational training for those with IDs. |
Jakubow et al. (2024) | N = 3, Age: 15–17 IQ: Mild | N | Moderate | Assess the effectiveness of NIVR in teaching food preparation skills to middle school students | Multi-baseline single-case study; PS | NIVR (Computer-based VR) | Error correction, maintenance training, skill generalization | Non-immersive VR was an effective intervention for teaching daily life skills. |
de Oliveira Malaquias et al. (2013) | N = 15 (7M, 8F) Age: 7–22; IQ < 70 | Y | High | To develop and validate serious games for students with IDs | Quasi-experimental mixed design; CS | NIVR (Computer-based VR) | Phased learning process and contextual learning | Significant post-test gains in sequencing, classification, and spatial orientation skills. |
Mengue-Topio et al. (2011) | N = 18 (12M, 6F) Age: 22–29; IQ: Mild | N/A | N/A | To examine wayfinding skills in adults with IDs, focusing on path learning and shortcut performance | Randomized controlled trials; PS | NIVR (Computer-based VR) | N/A | Participants learned routes but struggled with survey knowledge. |
Michalski et al. (2023) | N = 32 (20M, 12F) Age: 19–74; IQ: Mild | N | Low | To assess the ability to perform basic tasks in VR | Single-group pre-post test; PS | IVR (Oculus Quest 1) | Goal setting and a timely feedback mechanism | VR effectively enhanced real-world skills. |
Michalski et al. (2022) | N = 16; Mean Age: 25 IQ: Mild | N/A | Low | To investigate VR feasibility and benefits in learning for individuals with Down syndrome | Randomized controlled trials; SS | IVR (Oculus Quest1) | N/A | VR painting experiences significantly improved learners’ overall behavior. |
Mills et al. (2023) | N = 31; Age: 21–61 IQ: Moderate | N/A | Moderate | To explore the impact of IVR sensory room experiences on individuals with IDs | Single-group pre-post test; SS | IVR (HMD) | N/A | VR sensory rooms effectively reduced anxiety, depression, and sensory processing difficulties. |
N’Kaoua et al. (2019) | N = 46 (36M, 10F) Age: 21–44; IQ: Mild | N/A | N/A | To evaluate the effectiveness of three-wayfinding aids for individuals with IDs | Randomized controlled trials; PS | NIVR (Computer-based VR) | Three stages of spatial cognition: surface, route, and surveying knowledge | Intervention effects were weaker than for peers without disabilities. |
Panerai et al. (2018) | N = 16 Age: 15–48; IQ: 8 mild, 8 moderate | Y | N/A | To assess the feasibility and verify the effectiveness of a remote home-based rehabilitation | Single-group pre-post test; PS | IVR (Unity 3D) | Verbal reinforcement, task analysis, and total task chaining | VR training effects were effectively generalized to real-world environments. |
Purser et al. (2015) | N = 108; Age: 5–11 IQ: N/P | N/A | N/A | To investigate navigation and path learning in individuals with Down syndrome and Williams syndrome | Randomized controlled trials; PS | NIVR (Computer-based VR) | Modeling and prompting | VR-based navigation training proved effective for them. |
Shin et al. (2024) | N = 18 (12M, 6F) Age: 15–50; IQ: Mild | N | Low | To examine whether VR-based vocational training offers real-world transferability | Randomized controlled trials; PS | IVR (HTC Vive Pro) | Modeling; contextual learning | VR facilitated vocational training for individuals with IDs. |
Simoni et al. (2023) | N = 1 (1M) Age: 18; IQ: Mild | N/A | Low | To explore gamified experiential learning using VR systems and tools | Single-group pre-post test; PS | IVR (HTC Vive Pro) | Structured learning | Participants improved grocery shopping skills in virtual and real settings. |
Tam et al. (2005) | N = 16 (8M, 8F) Age: 17–23; IQ: Mild and moderate | N/A | N/A | To compare the effectiveness of NIVR and traditional methods in supermarket shopping skills | Randomized controlled trials; PS | NIVR (Computer-based VR) | Structured process design; feedback reinforcement mechanism | Significant improvement in shopping skills; non-immersive 2D VR matched traditional methods. |
Trigueiro et al. (2024) | N = 15 (10M, 5F) Age: 18–35; IQ: Mild and moderate | Y | High | To investigate VR cognitive training effects on working memory, attention, and inhibition in young individuals with IDs | Single-group pre-post test; CS | IVR (Meta Quest 2) | N/A | VR-based cognitive training effectively enhanced cognitive abilities in young individuals with IDs. |
X. Wang et al. (2023) | N = 49 (33M, 16F) Age: 18–35; IQ: Moderate (n = 34), Severe (n = 15) | N/A | Moderate | To evaluate adolescents’ acceptance of HMDs and immersion level in VR | Mixed design; CS | IVR (HTC Vive Pro) | N/A | Most participants reported a positive and immersive experience. |
Tianwu et al. (2016) | N = 6; Age: N\P IQ: Mild | N/A | N/A | To develop a simplified VR-based travel training system | Mixed design; PS | NIVR | Phased learning process; contextual generalization training | VR effectively improved travel skills. |
Adaptive Behavior Domain | Category | No. of Articles | Proportions |
---|---|---|---|
Conceptual Skills | Sequential time perception (n = 1); mathematical logic (n = 1); cognitive training (n = 2) | 4 | 16% |
Social Skills | Leisure activities (n = 2); classroom behavior (n = 1); anxiety processing (n = 1) | 4 | 16% |
Practical Skills | Vocational skills (n = 3); travel and mobility skills (n = 7); daily living skills (n = 7) | 17 | 68% |
Domains | Device Types | Interactive Modes | |
---|---|---|---|
Conceptual Skills (n = 4) | Immersive devices (n = 3), Non-immersive devices (n = 1) | Unimodal interaction (n = 4) | Controller-based interaction (n = 2), keyboard interaction (n = 1), head tracking (n = 1) |
Social Skills (n = 4) | Immersive devices (n = 2), Non-immersive devices (n = 1), Semi-immersive devices (n = 1) | Unimodal interaction (n = 3) | Controller-based interaction (n = 2), Motion-based interaction (n = 2) |
Multimodal interaction (n = 1) | |||
Practical Skills (n = 17) | Immersive devices (n = 9), Non-immersive devices (n = 5), Semi-immersive devices (n = 3) | Unimodal interaction (n = 13) | Controller-based interaction (n = 7), Keyboard interaction (n = 5), Motion-based interaction (n = 1), |
Multimodal interaction (n = 4) | Controller + head tracking (n = 2), Controller + eye tracking (n = 2) |
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Zhou, P.; Zhan, Z. A Systematic Review of Virtual Reality Applications for Adaptive Behavior Training in Individuals with Intellectual Disabilities. Educ. Sci. 2025, 15, 1014. https://doi.org/10.3390/educsci15081014
Zhou P, Zhan Z. A Systematic Review of Virtual Reality Applications for Adaptive Behavior Training in Individuals with Intellectual Disabilities. Education Sciences. 2025; 15(8):1014. https://doi.org/10.3390/educsci15081014
Chicago/Turabian StyleZhou, Pei, and Zehui Zhan. 2025. "A Systematic Review of Virtual Reality Applications for Adaptive Behavior Training in Individuals with Intellectual Disabilities" Education Sciences 15, no. 8: 1014. https://doi.org/10.3390/educsci15081014
APA StyleZhou, P., & Zhan, Z. (2025). A Systematic Review of Virtual Reality Applications for Adaptive Behavior Training in Individuals with Intellectual Disabilities. Education Sciences, 15(8), 1014. https://doi.org/10.3390/educsci15081014