The research conducted is part of the European project Erasmus+ FORDYSVAR, whose main objective is to contribute to the educational inclusion of students with dyslexia, aged between 10 and 16 years old, through the use of technology, specifically virtual reality (VR), to improve the access, participation, and educational achievement of students with this learning difficulty. This is a qualitative and interpretative study with a descriptive character. The objective of this work is to design a VR application that contributes to the learning of students with dyslexia based on user-centered design as a methodology. The developmental lines to be addressed in the application have been defined, the features to be included have been determined, and...
AbstractThe use of virtual reality technologies in the evaluation process of the dyslexia syndrome h...
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2017/2...
AbstractThis study is a critical review of published scientific literature on the use of Virtual Rea...
Studies show that the number of dyslexic students is increasing, as it does the need of the appropri...
This contribution presents the work carried out within the European Erasmus + FORDYSVAR project, who...
Educational technology is contributing towards diversity awareness as it allows you to create more p...
This project aims to design and develop a Web Based Virtual Reality learning system using desktop vi...
Specific learning disorders affect a significant portion of the population. A total of 80% of its in...
Specific learning disorders affect a significant portion of the population. A total of 80% of its in...
Dyslexia is a learning disorder that hinders spelling, communication and reading comprehension in su...
This research thesis approaches the research question of "How can we use interactive digital applica...
Research suggests that Virtual Reality has a key role in the development of new diagnostic tools in ...
Virtual Learning Environments (VLEs) have become an integral part of the learning environment for mo...
Multimedia technology is constantly growing and benefitted every facet of our lives and h...
En esta contribución se presenta el trabajo realizado dentro del proyecto Europeo Erasmus+ FORDYSVAR...
AbstractThe use of virtual reality technologies in the evaluation process of the dyslexia syndrome h...
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2017/2...
AbstractThis study is a critical review of published scientific literature on the use of Virtual Rea...
Studies show that the number of dyslexic students is increasing, as it does the need of the appropri...
This contribution presents the work carried out within the European Erasmus + FORDYSVAR project, who...
Educational technology is contributing towards diversity awareness as it allows you to create more p...
This project aims to design and develop a Web Based Virtual Reality learning system using desktop vi...
Specific learning disorders affect a significant portion of the population. A total of 80% of its in...
Specific learning disorders affect a significant portion of the population. A total of 80% of its in...
Dyslexia is a learning disorder that hinders spelling, communication and reading comprehension in su...
This research thesis approaches the research question of "How can we use interactive digital applica...
Research suggests that Virtual Reality has a key role in the development of new diagnostic tools in ...
Virtual Learning Environments (VLEs) have become an integral part of the learning environment for mo...
Multimedia technology is constantly growing and benefitted every facet of our lives and h...
En esta contribución se presenta el trabajo realizado dentro del proyecto Europeo Erasmus+ FORDYSVAR...
AbstractThe use of virtual reality technologies in the evaluation process of the dyslexia syndrome h...
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2017/2...
AbstractThis study is a critical review of published scientific literature on the use of Virtual Rea...