Investigating the Role of Haptic Feedback in Virtual Reality Learning Environments for Literacy Acquisition
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 入组人数
- 60
- 试验地点
- 2
- 主要终点
- Literacy Task Performance
研究概览
简要总结
The purpose of this study is to investigate the role of non-invasive wearable haptic feedback, in supporting literacy-focused Virtual Reality (VR) learning environments. The haptic feedback will be delivered through haptic gloves with integrated vibration monitors and finger tracking. The primary objective is to examine how multisensory engagement, specifically the addition of haptic cues, influences learning outcomes such as phonetic recognition, spelling, and reading skills in early learners.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Basic Science
- 盲法
- None
入排标准
- 年龄范围
- 6 Years 至 —(Child, Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Students from elementary to higher education;
- •Students aged 6 years old and up.
排除标准
- •Students with significant uncorrected vision;
- •Students with significant hearing impairments;
- •Students with severe cognitive conditions;
- •Students with significant neurological conditions;
- •Students with significant motor conditions that would prevent safe participation in a VR-based learning activity.
研究组 & 干预措施
Control Arm
Participants in this group will receive the Virtual Reality (VR) delivered through controllers with vibration-based feedback paired with visual and auditory cues, with hand movements. Each session will last up to 10 minutes, and participants will go through up to 5 sessions.
干预措施: Traditional Virtual Reality Experience (Hand Controllers) (Behavioral)
Haptics-integrated Interactive Virtual Reality
Participants in this group will receive haptic feedback delivered through haptic gloves with integrated vibration monitors and finger tracking. Each session will last up to 10 minutes, and participants will go through up to 5 sessions
干预措施: Haptic-Integrated Interactive Virtual Reality Experience (Behavioral)
结局指标
主要结局
Literacy Task Performance
时间窗: Immediately after the intervention session
Participants' accuracy and completion rates on in-game literacy tasks (e.g., letter recognition, phonetic matching, spelling) recorded during the final session of the intervention. Performance data is automatically logged by the VR platform.
次要结局
未报告次要终点
研究者
Anna Queiroz
Associate Professor
University of Miami
