Cited by 49Educational Games and GamificationVirtual Reality Applications and ImpactsEducation and Learning Interventions

VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence

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Mitsea, Eleni, Drigas, Athanasios, Skianis, Charalabos·2023·Education Sciences

Abstract

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.

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  1. OECD. Equity and Inclusion in Education: Finding Strength through Diversity; OECD Publishing: Paris, France, 2023. [CrossRef] · DOI
  2. Prasittichok, P.; Klaykaew, K.K. Meta-Skills Development Needs Assessment among Undergraduate Students. Heliyon 2022, 8, e08787. [CrossRef] [PubMed] · DOI
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Authors
Mitsea, E., Drigas, A., & Skianis, C.
Affiliations
  • National Centre of Scientific Research "Demokritos" (GR)
  • University of the Aegean (GR)
Corresponding author
Drigas, Athanasios
Venue
Education Sciences
Publisher
MDPI AG
Published
2023-06-22
Volume
13
Issue
7
Pages
639
ISSN
2227-7102 (ISSN-L)
OpenAlex
W4381799400
Cited by
49
References
110
Citations by year
2026: 12 · 2025: 16 · 2024: 16 · 2023: 5
FWCI
23.78
Type
journal article
Language
en
Open access
Locations
  • Education Sciences (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Information Systems › Education and Learning Interventions
Keywords
virtual reality games, special educational needs and disabilities, metacognition, motivation, emotional intelligence, neurodevelopmental disorders, cognitive disorders, learning difficulties, self-regulation, inclusion

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