| Literature DB >> 35124567 |
Stefan Carlo Michalski1, Ancret Szpak1, Caroline Ellison1, Rowena Cornish2, Tobias Loetscher1.
Abstract
BACKGROUND: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms.Entities:
Keywords: Down syndrome; art; attention; behavior; classroom; drawing; intellectual disability; mood; self-report; virtual reality
Year: 2022 PMID: 35124567 PMCID: PMC9030893 DOI: 10.2196/34373
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Learner behavior differences between virtual reality drawing and conventional drawing interventions.
| Variable | Mean (SD) | Cohen | ||
| Mood | 0.61 (0.5) | –0.131 (15) | .89 | 0.03 |
| Attention | 0.66 (0.4) | –0.324 (15) | .75 | 0.08 |
| Activity | 0.17 (0.2) | 0.863 (15) | .40 | 0.21 |
| Impulses | 0.22 (0.3) | –0.307 (15) | .76 | 0.07 |
| Anxiety | 0.19 (0.3) | –1.103 (15) | .29 | 0.27 |
| Withdrawal | 0.23 (0.3) | –1.454 (15) | .17 | 0.36 |
| Totalc | 2.08 (1.4) | –0.648 (15) | .53 | 0.16 |
aInstances of negative t values indicate higher scores in conventional drawing as compared to those in virtual reality drawing.
bCohen d effect size interpretation: 0.2=small effect size, 0.5=medium effect size, and 0.8=large effect size.
cTotal score indicates the sum of all subscales.
Learner behavior differences for each variable in each intervention.
| Variable, intervention | Mean (SD)a | Cohen | |||
|
| |||||
|
| Virtual reality drawing | 0.59 (0.5) | 4.842 (15) |
| 1.21 |
|
| Conventional drawing | 0.63 (0.8) | 2.953 (15) |
| 0.74 |
|
| |||||
|
| Virtual reality drawing | 0.63 (0.5) | 5.371 (15) |
| 1.34 |
|
| Conventional drawing | 0.69 (0.6) | 4.198 (15) |
| 1.05 |
|
| |||||
|
| Virtual reality drawing | 0.25 (0.4) | 2.449 (15) |
| 0.61 |
|
| Conventional drawing | 0.09 (0.4) | 0.899 (15) | .38 | 0.22 |
|
| |||||
|
| Virtual reality drawing | 0.19 (0.4) | 1.861 (15) | .08 | 0.46 |
|
| Conventional drawing | 0.25 (0.6) | 1.732 (15) | .10 | 0.43 |
|
| |||||
|
| Virtual reality drawing | 0.09 (0.4) | 1.000 (15) | .33 | 0.25 |
|
| Conventional drawing | 0.28 (0.5) | 2.058 (15) | .06 | 0.51 |
|
| |||||
|
| Virtual reality drawing | 0.09 (0.3) | 1.379 (15) | .19 | 0.34 |
|
| Conventional drawing | 0.38 (0.6) | 2.423 (15) |
| 0.61 |
|
| |||||
|
| Virtual reality drawing | 1.84 (1.5) | 5.020 (15) |
| 1.25 |
|
| Conventional drawing | 2.31 (2.5) | 3.720 (15) |
| 0.93 |
aA mean score of 0 represents no change. Higher scores reflect better behavior. If the blinded staff members guessed the activity a participant completed, they were correct only at chance level (17/32, 53%).
bCohen d effect size interpretation: 0.2=small effect size, 0.5=medium effect size, and 0.8=large effect size.
cSignificant values (P<.05) are italicized.
dTotal score indicates the sum of all subscales.
Figure 1Alluvial plot showing self-reported activity preference for virtual reality drawing, conventional drawing, and watching TV under different formats (paired choice versus multiple choice). The alluvial plot highlights the percentage of participants who had an inconsistent response when asked about the same topic (activity preference) in a different way. VR: virtual reality.