Bridging Reality: AR, VR, XR for Life Skills Development in Special Education

Bridging Reality: AR, VR, XR for Life Skills Development in Special Education

Wednesday, July 2, 2025 8:00 AM to 9:30 AM · 1 hr. 30 min. (America/Chicago)
Exploration Lab
Emergent Technologies, AR, VR, and XR

Information

Discover how AR, VR, and XR technologies can create engaging, interactive learning experiences for students with intellectual disabilities, helping them develop essential life and occupational skills. This session will explore practical strategies and tools to foster independence & real-world readiness through immersive experiences to support skill mastery for diverse learners.
Outline
I. Introduction (10 minutes): Overview of AR, VR, and XR technologies, their potential for special education, and their role in life and occupational skills development. (Engagement: Brief survey using a polling tool to understand participants’ familiarity with these technologies) II. The Need for Immersive Learning (10 minutes): Discuss the challenges students with intellectual disabilities face in traditional learning environments and how AR, VR, and XR can address these barriers. (Engagement: Real-world case studies and video examples) III. Exploring AR, VR, and XR Tools (15 minutes): Introduce specific AR, VR, and XR tools and applications that are effective in teaching life and occupational skills. (Engagement: Demonstration of selected tools with hands-on exploration) IV. Designing Immersive Learning Activities (15 minutes): Guide participants through designing a simple, immersive lesson/activity using AR, VR, or XR tailored for students with intellectual disabilities. (Engagement: Small group work and sharing of ideas) V. Implementation and Best Practices (5 minutes): Share strategies, tips, and considerations for effectively integrating these technologies into the classroom. (Engagement: Open discussion and Q&A) VI. Conclusion and Reflection (5 minutes): Recap key takeaways and discuss how to apply these concepts in participants’ educational settings. (Engagement: Participants share one action they plan to take based on what they've learned)
Supporting research
This presentation is the beginning of the culmination of my doctoral research in studying the impact of augmented and virtual reality on students with intellectual disabilities in learning life and occupational skills. After a thorough review of the existing literature, it has been discovered that there are very few research studies that have been written about these immersive technologies for this population of students. While this area of research is expanding every day with the constant invention of new applications in this field, studies into the effectiveness of using these technologies to improve or acquire life and vocational skills for students with intellectual disabilities are only recently being written, and further research on their impact needs to be completed. References: Allcoat, D., & Von Mühlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion and engagement. Research in Learning Technology, 26. https://doi.org/10.25304/rlt.v26.2140 Annafi, A., Hakim, D. L., & Rohendi, D. (2019). Impact of using augmented reality applications in the educational environment. Journal of Physics: Conference Series, 1375(1), 012080. https://doi.org/10.1088/1742-6596/1375/1/012080 Apostolellis, P., & Bowman, D. A. (2014). Evaluating the effects of orchestrated, game-based learning in virtual environments for informal education. Proceedings of the 11th Conference on Advances in Computer Entertainment Technology. https://doi.org/10.1145/2663806.2663821 Arlati, S., Colombo, V., Ferrigno, G., Sacchetti, R., & Sacco, M. (2019). Virtual reality-based wheelchair simulators: A scoping review. Assistive Technology, 32(6), 294–305. https://doi.org/10.1080/10400435.2018.1553079 Armstrong, T. (2010). Neurodiversity: Discovering the extraordinary gifts of autism, ADHD, dyslexia, and other brain differences. Da Capo Lifelong. Asad, M. M., Naz, A., Churi, P., & Tahanzadeh, M. M. (2021). Virtual Reality as Pedagogical Tool to Enhance Experiential Learning: A Systematic Literature Review. Education Research International, 2021, 1–17. 
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Attendee Accounts
Several platforms and Apps will be discussed that enable both Augmented Reality and Virtual Reality to work.
Content Community
ISTELive
Subject Area
Special EducationVocational
Grade Level
6-12
Audience
Curriculum Designer/DirectorTeacherTechnology Coach/Trainer
Session Delivery
In Person
Sample Schedule
AR/MR/VR/XR
Transformative Learning Principles
Connect learning to learnerEnsure Equity
ISTE Standards
Educators: Designer: Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.Educators: Facilitator: Create learning opportunities that challenge students to use a design process and/or computational thinking to innovate and solve problems.Students: Empowered Learner: Use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
Skill Level
Beginner
Registration Required
No
Attendee Devices
Devices useful
Attendee Device Specification
Laptop: ChromebookLaptop: MacLaptop: PCSmartphone: AndroidSmartphone: iOSTablet: AndroidTablet: iOS
Spotlight on Solutions
No
Additional Fee
No

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