Virtual reality and embodied learning for improving letter-sound knowledge and attentional control in preschool children: A study protocol
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Virtual reality and embodied learning for improving letter-sound knowledge and attentional control in preschool children: A study protocol. / Henriksen, Anne Husted; Topor, Marta Katarzyna; Hansen, Rasmus Ahmt; Damsgaard, Linn; Nielsen, Anne-Mette Veber; Wulff-Abramsson, Andreas; Wienecke, Jacob.
In: Computers & Education: X Reality, Vol. 2, 100019, 2023.Research output: Contribution to journal › Journal article › Research › peer-review
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TY - JOUR
T1 - Virtual reality and embodied learning for improving letter-sound knowledge and attentional control in preschool children: A study protocol
AU - Henriksen, Anne Husted
AU - Topor, Marta Katarzyna
AU - Hansen, Rasmus Ahmt
AU - Damsgaard, Linn
AU - Nielsen, Anne-Mette Veber
AU - Wulff-Abramsson, Andreas
AU - Wienecke, Jacob
N1 - CURIS 2023 NEXS 116
PY - 2023
Y1 - 2023
N2 - Previous studies have shown that many children struggle with the acquisition of literacy skills and that these problems can be observed since the earliest stages of literacy learning. Embodied learning has been highlighted as a way to enhance the acquisition of early literacy skills. In addition, the use of technologies has been suggested as way of improving attentional control and motivation, which ultimately can improve learning outcomes. However, the combination of Virtual Reality (VR) and embodied learning in preschool children is yet to be explored wherefore the idea to the VR PLAYMORE study emerged. The project is designed as a three-armed randomized controlled trial with 6-7-year-old children in the Copenhagen area of Denmark. Children will be allocated to either a: 1) VR group, 2) mirror group or 3) control group throughout a 2-week intervention period. The VR group and mirror group will perform activities designed with accordance to the embodied learning theory. However, the VR group will perform the activities while wearing VR headsets whereas the mirror group will perform the activities in front of a whole-body mirror without VR headsets. The control group will continue regular teaching activities without the research group interruption. This study protocol follows the SPIRIT guidelines. Outcome measurements will include testing of literacy skills and attentional control. The study will add new knowledge to the research field of embodied learning and the use of VR technology in a school setting with focus on reading- and spelling-related skills and attentional control since this combination is yet to be explored.
AB - Previous studies have shown that many children struggle with the acquisition of literacy skills and that these problems can be observed since the earliest stages of literacy learning. Embodied learning has been highlighted as a way to enhance the acquisition of early literacy skills. In addition, the use of technologies has been suggested as way of improving attentional control and motivation, which ultimately can improve learning outcomes. However, the combination of Virtual Reality (VR) and embodied learning in preschool children is yet to be explored wherefore the idea to the VR PLAYMORE study emerged. The project is designed as a three-armed randomized controlled trial with 6-7-year-old children in the Copenhagen area of Denmark. Children will be allocated to either a: 1) VR group, 2) mirror group or 3) control group throughout a 2-week intervention period. The VR group and mirror group will perform activities designed with accordance to the embodied learning theory. However, the VR group will perform the activities while wearing VR headsets whereas the mirror group will perform the activities in front of a whole-body mirror without VR headsets. The control group will continue regular teaching activities without the research group interruption. This study protocol follows the SPIRIT guidelines. Outcome measurements will include testing of literacy skills and attentional control. The study will add new knowledge to the research field of embodied learning and the use of VR technology in a school setting with focus on reading- and spelling-related skills and attentional control since this combination is yet to be explored.
KW - Faculty of Science
KW - Virtual reality
KW - VR
KW - Education
KW - Literacy
KW - Embodied learning
KW - Movement
KW - VR PLAYMORE
KW - Preschool children
U2 - 10.1016/j.cexr.2023.100019
DO - 10.1016/j.cexr.2023.100019
M3 - Journal article
VL - 2
JO - Computers & Education: X Reality
JF - Computers & Education: X Reality
SN - 2949-6780
M1 - 100019
ER -
ID: 346145903