VAlidation of an Educational Technological Tool for Dyslexic Adolescents: an Open Controlled Study
Condition: Dyslexia
MeSH terms: Dyslexia
Study type: Interventional

Summary: 
      Virtual reality (VR) and augmented reality (AR) are gaining importance in the rehabilitation
      programs for learning disabilities. The project will test tolerability and efficacy of a
      VR/AR specially developed tool to improve reading abilities of adolescents with dyslexia aged
      10-16
    

Detailed description: 
      Dyslexia is the most common form of learning difficulty, with a prevalence of at least 10
      percent, putting more than 700 million children and adults worldwide at risk of life-long
      illiteracy and social exclusion (Springer-Charolles, Siegel, Jiménez & Ziegler, 2011). In the
      EU context 2,500,000 dyslexic school children in the EU have a specific disorder in learning
      to read and spell (dyslexia). Dyslexia is one of the development disorders that has been most
      discussed and researched, however, intervention through technology is relatively recent. The
      wide repertoire of manifestations and problems associated with dyslexia can be an obstacle to
      access to a standardized curriculum. It can also make it difficult to access the training or
      mobility programs provided by the European Union.

      The FORDYS-VAR main objective is to provide an opportunity to improve the learning of people
      with dyslexia through technology, specifically Virtual Reality (VR) and Augmented Reality
      (AR). Introducing these technologies in the process of evaluation and intervention can become
      a key element to improve the effectiveness of learning and the improvement of their training
      experience.

      Working with the AR and the VR provides people with dyslexia a safe and controlled
      environment, improves their motivation, contributes to generate high levels of interaction.
      Another advantage that we must emphasize is that you get an immediate feedback through
      technology, which contributes to improve visual skills and memory.

      The transnationally approach of this project is needed because dyslexia occurs in all
      languages. Also we must consider that depending on the language, dyslexia will manifest
      itself in different ways. Target groups: (1) Children with dyslexia that will be the
      end-users of the materials developed; (2) Professionals involving in providing formal and
      non-formal treatment of dyslexia: Therapist, educators; (3) Families of dyslexic children.

      The FORDYS-VAR project aims to be a reference in the definitive treatment of dyslexia, The
      creation of VR and AR materials for improvement the treatment of dyslexia in school children
      will be the final goal of the project. As mentioned before, "the definitive treatment" has
      not yet been found, but what is known is that the best treatments or the most effective
      include aspects such as intensive sessions, explicit instructions, individual or small group
      work and special attention must be paid to the phonological awareness and compensation
      strategies. It has also been seen that in many cases the adherence to treatments is not very
      high since they tend to be very repetitive and not very stimulating (children end up being
      bored). Currently, the applied treatments are multisensory structured language education
      (MSLE). They are usually multisensory, highly structured and sequential. For this reason, VR
      and AR fit perfectly into improving the efficacy of these treatments.

        -  VR and AR will be immersive and interactive. That is, not only glasses will be used to
           see, but also proposed tools will promote the interaction with gestural recognition so
           that the experience is more immersive and, therefore, more active (this will impact in
           the interaction with gestural recognition so that the experience is more immersive and,
           therefore, more active (child engagement). Furthermore, a classroom (or a more playful
           environment) will be simulated in which there will be different objects with which the
           school children can interact, for example a blackboard, and a desk with a notebook.

        -  For the creation of the catalog of objects to work with AR, it will be directed above
           all to work in the classroom and at home with the parents aimed at the building
           students' phonological awareness and increasing their level of vocabulary.

      A participatory design (co-design) for the development of VR materials from the experiences /
      needs of the users will be employed in building the programs to be run on VR (Oculos) or AR
      (tablets) apparatus.

      A social impact assessment of the activities and results implemented by the project which
      will take into account gender issues.

      20 dyslexic boys and girls will be recruited in each country (60 total). Half of them will be
      in the age group of 10-12y and half 13-16y.

      All recruited subjects will complete the PIRLS questionnaire at admission. 5 subjects for
      each age group will be randomly allocated to the intervention arm by a PC generated
      randomization list and will be exposed to the VR (subjects aged 13-16) or AR (subjects aged
      10-12) treatment. The treatment will last one week and imply 1 hour each day of supervised
      use of the devices loaded with the specially developed software. At the end of the training
      week the participants will repeat the PIRLS questionnaire and will complete the Technology
      acceptance questionnaire and the Technical aspects questionnaire (both validated tools) to
      assess the tolerability of the treatment. The group of subjects not exposed to treatment will
      repeat the PIRLS questionnaire after one month.

      The results of the tolerability questionnaires will be analysed to assess safety and
      acceptance of the tools, while the possible difference in the PIRLS score pre/post treatment
      will give information on efficacy.
    

Intervention name(s): Virtual reality training; Augmented reality training
Intervention type(s): Device; Device
Intervention description(s): one hour a day for 5 days of engagement in tasks proposed by a specially crafted software through a VR device (Oculos); one hour a day for 5 days of engagement in tasks proposed by a specially crafted software through a AR device (tablet)
Allocation: Randomized
Intervention model: Parallel Assignment
Intervention model description: open randomized control trial
Masking: None (Open Label)
Primary purpose: Treatment
Keywords: learning disability