Virtual Reality Exercise Games for High School Students With Intellectual and Developmental Disabilities
Abstract
Individuals with intellectual and developmental disabilities (IDD) are at greater risk of health-related issues due to obesity and lack of physical activity. This study examined using virtual reality (VR) exergaming to increase the physical activity of high school students with IDD. Four students participated in this multiple probe across participants design. Data were collected on each student’s total amount of time engaged in exercise and heart rate. Results indicate that all students increased the duration and intensity of their physical activity when using the VR exercise gaming (exergaming) intervention. The VR exergaming intervention increased the duration and intensity of the students’ exercise sessions. Results are discussed in terms of applying VR and other emerging technologies to support the exercise health needs of the individual in the study.
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AI and VR technologies assist in the integration of students with disabilities in educational processes through the customised and individual training they provide [51,52,55,58], covering educational gaps due to inflexibility of traditional materials.
“AI and VR technologies assist in the integration of students with disabilities in the educational processes, through the customised and individual training they are able to provide [51,52,55,58], covering the educational gaps that exist due to the inflexibility of the traditional materials.”
From Impact of Artificial Intelligence and Virtual Reality on Educational Inclusion: A Systematic Review of Technologies Supporting Students with Disabilities (2024) · cites this paper as [55]
The cost to acquire some of these technologies constitutes a deterrent factor that blocks access to multi-sensory materials [50,55].
“Additionally, the cost to acquire some of these technologies constitutes a deterrent factor that blocks access to this type of multi-sensory materials [50,55].”
From Impact of Artificial Intelligence and Virtual Reality on Educational Inclusion: A Systematic Review of Technologies Supporting Students with Disabilities (2024) · cites this paper as [55]
VR technologies have been proven to constitute essential components and tools for the engagement of students with intellectual and sensory disabilities, as presented in studies by Sánchez et al. [10] and McMahon et al. [55].
“VR technologies have been proven to constitute essential components and tools for the engagement of students with intellectual and sensory disabilities, as presented in studies by Sánchez et al. [10] and McMahon et al. [55].”
From Impact of Artificial Intelligence and Virtual Reality on Educational Inclusion: A Systematic Review of Technologies Supporting Students with Disabilities (2024) · cites this paper as [55]
McMahon et al. [55] present the methods in which VR platforms can facilitate the engagement of students with developmental and physical disabilities in physical activities, thereby fostering their inclusion and participation.
“Similarly, McMahon et al. [55] present the methods in which VR platforms can facilitate the engagement of students with developmental and physical disabilities in physical activities, thereby fostering their inclusion and participation.”
From Impact of Artificial Intelligence and Virtual Reality on Educational Inclusion: A Systematic Review of Technologies Supporting Students with Disabilities (2024) · cites this paper as [55]
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Qin, L., Zhang, Z., & Xu, B. (2026) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2026.1919592
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- Authors
- McMahon, D. D., Barrio, B., McMahon, A. K., Tutt, K., & Firestone, J.
- Affiliations
- Washington State University (US)
- State of Washington (US)
- Corresponding author
- McMahon, Don D.
- Venue
- Journal of Special Education Technology
- Publisher
- SAGE Publications
- Published
- 2019-04-11
- Volume
- 35
- Issue
- 2
- Pages
- 87-96
- ISSN
- 0162-6434 (ISSN-L)
- 2381-3121
- OpenAlex
- W2939380501
- Cited by
- 80
- References
- 34
- Citations by year
- 2026: 14 · 2025: 16 · 2024: 15 · 2023: 11 · 2022: 18 · 2021: 2 · 2020: 4
- FWCI
- 5.67
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Journal of Special Education Technology (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Sociology and Political Science › Inclusion and Disability in Education and Sport
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- virtual reality, exergames, intellectual and developmental disabilities, high school students, physical activity, exercise intensity, obesity prevention, emerging technologies, heart rate
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