The clinical utility of virtual reality in neurorehabilitation: a systematic review

T Massetti, TD Da Silva, TB Crocetta… - Journal of central …, 2018 - journals.sagepub.com
Background: Virtual reality (VR) experiences (through games and virtual environments) are
increasingly being used in physical, cognitive, and psychological interventions. However …

VR gaming for meta-skills training in special education: the role of metacognition, motivations, and emotional intelligence

E Mitsea, A Drigas, C Skianis - Education Sciences, 2023 - mdpi.com
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 …

[HTML][HTML] A systematic review evaluating the implementation of technologies to assess, monitor and treat neurodevelopmental disorders: A map of the current evidence

AZ Valentine, BJ Brown, MJ Groom, E Young… - Clinical psychology …, 2020 - Elsevier
Technology-based interventions provide an attractive option for improving service provision
for neurodevelopmental disorders (NDD), for example, widening access to interventions …

Use of virtual reality in children with dyslexia

G Maresca, S Leonardi, MC De Cola, S Giliberto… - Children, 2022 - mdpi.com
In recent years, the study of dyslexia has seen rapid progress in definition and classification,
neuropsychological correlates, neurobiological factors, and intervention. However, there are …

Investigating issues and needs of dyslexic students at university: Proof of concept of an artificial intelligence and virtual reality-based supporting platform and …

A Zingoni, J Taborri, V Panetti, S Bonechi… - Applied Sciences, 2021 - mdpi.com
Featured Application The outcomes of this work can represent a turning point toward a more
and more inclusive university environment for dyslexic students, at the same time showing …

Gaming technology for pediatric neurorehabilitation: A systematic review

M Iosa, CM Verrelli, AE Gentile, M Ruggieri… - Frontiers in …, 2022 - frontiersin.org
Introduction The emergence of gaming technologies, such as videogames and virtual reality,
provides a wide variety of possibilities in intensively and enjoyably performing rehabilitation …

A systematic review of literature on emerging technologies and specific learning difficulties

M Lozano-Álvarez, S Rodríguez-Cano… - Education …, 2023 - mdpi.com
Educational research on emerging technologies, particularly virtual reality and augmented
reality, is expanding at the moment. The purpose of this contribution is to conduct a …

Improvement of self-esteem in children with specific learning disorders after donkey-assisted therapy

F Corallo, L Bonanno, D Cardile, F Luvarà, S Giliberto… - Children, 2023 - mdpi.com
Dyslexia is a learning disorder related to receptive language characterized by difficulties
with decoding, fluent word recognition, automatic naming skills and/or reading …

Effectiveness of the Use of Virtual Reality Rehabilitation in Children with Dyslexia: Follow-Up after One Year

G Maresca, F Corallo, MC De Cola, C Formica… - Brain Sciences, 2024 - mdpi.com
Dyslexia is a common learning disorder that hinders reading fluency and comprehension.
Traditional treatments can be tedious for children, limiting their effectiveness. This study …

Towards consensus on good practices for the use of new technologies for intervention and support in developmental dyslexia: A Delphi study conducted among Italian …

ML Lorusso, F Borasio, M Da Rold, A Martinuzzi - Children, 2021 - mdpi.com
The use of new technologies for intervention in developmental dyslexia is steadily growing.
In order to better understand the needs, the expectations, and the attitudes of Italian expert …