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VR Gaming for Meta-Skills Training in Special Education

The Role of Metacognition, Motivations, and Emotional Intelligence

Bibliographic Data

ID22045973
AuthorsEleni Mitsea (0000-0003-4054-6318, National Centre of Scientific Research "Demokritos"), Athanasios Drigas (0000-0001-5637-9601, National Centre of Scientific Research "Demokritos", corresponding author), Charalabos Skianis (0000-0001-9178-4418, University of the Aegean)
Year2023
Volume13
Issue7
Pages639
Publication date2023-06-22
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci13070639
OpenAlexW4381799400
LanguageEN
Citations received4
References cited103

Inclusion, equality, and well-being for all, especially for people with special needs and disabilities, is globally recognized as a priority. At the same time, there is an urgent need to create digital training environments for people with special educational needs and disabilities (SEND). Virtual reality (VR) and gaming technologies have entered the race at full speed for skills training. Despite significant research on each of these technologies, there is still limited knowledge about the effectiveness of virtual reality games (VRGs) in targeted groups such as those with SEND. Thus, the current systematic review paper aims to investigate the effectiveness of gaming in virtual reality as an intervention strategy for meta-skills training among people with neurodevelopmental, cognitive disorders, and learning difficulties. The PRISMA 2020 methodology was used to respond to the objective and research questions. This study also emphasizes the mediating role of motivations, metacognition, and emotional intelligence as important assets for meta-skills development. The database search generated 1100 records, and 26 studies met the inclusion criteria. This study concludes that VRGs have the potential to support people with SEND in terms of raising motivation and developing metacognitive skills, as well as in developing the emotional intelligence skills needed for inclusion, accomplishment, an independent life, and personal well-being. As was observed, VRGs provided the subjects with positive experiences, allowing them to internalize motivations and—with less effort—develop self-motivated, self-regulated, and flexible behaviors

Cognition · Cognitive psychology · Developmental psychology · Emotional intelligence · Human–computer interaction · Medical education · Metacognition · Virtual reality · Applied Psychology · Computer Science · Educational Games and Gamification · Motivation and Self-Concept in Sports · Neuroscience, Education and Cognitive Function · Psychology · Social Psychology

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Unique citing works4
Citations per year2
Citation span2024 - 2026 (3)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 4

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