TY - JOUR
T1 - Cognitive intervention through virtual environments among deaf and hard-of-hearing children
AU - Passig, David
AU - Eden, Sigal
PY - 2003/6
Y1 - 2003/6
N2 - The lack of the auditory sense in the hearing-impaired raises the question as to the extent to which this deficiency affects their cognitive and intellectual skills. Studies have pointed out, that with regard to reasoning, particularly when the process of induction is required, hearing-impaired children usually have difficulties. They experience similar difficulties with their ability to think in a flexible way. Generally, a large body of literature suggests that hearing-impaired children tend to be more concrete and rigid in their thought processes. This study aimed at using Virtual Reality as a tool for improving structural inductive processes and the flexible thinking with hearing-impaired children. Three groups were involved in this study: an experimental group, which included 21 deaf and hard-of-hearing children, who played a VR 3D game; a control group, which included 23 deaf and hard-of-hearing children, who played a similar 2D (not VR game); and a second control group of 16 hearing children for whom no intervention was introduced. The results clearly indicate that practising with VR 3D spatial rotations significantly improved inductive thinking and flexible thinking of the hearing-impaired.
AB - The lack of the auditory sense in the hearing-impaired raises the question as to the extent to which this deficiency affects their cognitive and intellectual skills. Studies have pointed out, that with regard to reasoning, particularly when the process of induction is required, hearing-impaired children usually have difficulties. They experience similar difficulties with their ability to think in a flexible way. Generally, a large body of literature suggests that hearing-impaired children tend to be more concrete and rigid in their thought processes. This study aimed at using Virtual Reality as a tool for improving structural inductive processes and the flexible thinking with hearing-impaired children. Three groups were involved in this study: an experimental group, which included 21 deaf and hard-of-hearing children, who played a VR 3D game; a control group, which included 23 deaf and hard-of-hearing children, who played a similar 2D (not VR game); and a second control group of 16 hearing children for whom no intervention was introduced. The results clearly indicate that practising with VR 3D spatial rotations significantly improved inductive thinking and flexible thinking of the hearing-impaired.
KW - Children
KW - Cognitive intervention
KW - Deaf
KW - Flexible thinking
KW - Hard-of-hearing
KW - Induction
KW - Virtual environment
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=0038407490&partnerID=8YFLogxK
U2 - 10.1080/0885625032000078961
DO - 10.1080/0885625032000078961
M3 - ???researchoutput.researchoutputtypes.contributiontojournal.article???
AN - SCOPUS:0038407490
SN - 0885-6257
VL - 18
SP - 173
EP - 182
JO - European Journal of Special Needs Education
JF - European Journal of Special Needs Education
IS - 2
ER -