1. Introduction
1.1. The ‘Unseen’ in Education
The Current Situation
1.2. The Potential of AI and VR in Inclusive Education
2. Aims of the Study
This systematic review aims to critically analyse and synthesise existing research on the application of AI and VR technologies in educational settings for students with disabilities. The review seeks to explore the specific ways these technologies can contribute to enhancing educational inclusion, while also examining their associated benefits, drawbacks, and challenges as reported in the literature. The study is guided by the following research question:
How do AI and VR technologies contribute to enhancing educational inclusion for students with disabilities, and what are the associated benefits, limitations, and challenges in their implementation within educational settings?
To address this question, the study is further guided by the following research objectives:
To identify and assess the benefits of AI and VR technologies in supporting the educational experiences of students with disabilities;
To investigate the disadvantages and limitations associated with the use of AI and VR technologies in educational environments for students with disabilities;
To explore the challenges faced by teachers/educators and students in the implementation of AI and VR technologies within inclusive education;
To identify the factors that contribute to the successful integration of AI and VR technologies in educational settings, particularly in supporting inclusive education.
3. Materials and Methods
3.1. Eligibility Criteria
3.2. Information Sources and Search Query
The key search terms were the following:
artificial intelligence OR AI OR virtual reality OR VR OR avatar OR ChatGPT;
disability OR disabled people OR disabled person OR physical disability OR people with special needs OR handicapped OR autism;
teacher OR educator OR student with disability OR learner with disability;
K12 OR school OR elementary school OR primary school OR secondary school OR high school OR higher education OR tertiary education OR third level OR college OR campus OR postsecondary OR university;
1 AND 2 AND 3 AND 4;
Limit #5 to 2018-current; English; peer-reviewed journal article.
The search took place from November 2023 to April 2024.
3.3. Study Selection Process
In the first round of screening, 94 full-text articles were sought for retrieval, of which 27 could not be retrieved. The remaining 67 articles were assessed for eligibility. Exclusion occurred for several reasons: 27 articles were excluded due to the type of article, 6 due to population focus, 11 because they were not published in journals indexed in Q1 and Q2 of the SCOPUS database, and 13 due to the study’s focus not aligning with the criteria.
Data on the eligibility criteria were collected into an online spreadsheet that was accessible and editable by all authors of this review. After each of these searches, the research team met to screen the ‘grey area’ for example, papers that generally referred to AI and VR but did not necessarily relate directly to the incorporation of inclusiveness in education to students with disabilities. Finally, 10 of the articles were considered relevant and were selected for review in the ensuing categories.
More specifically, the 10 studies were selected from relevant academic journals that focus on educational technology, inclusive education and educational management. These journals include the British Journal of Educational Technology, Journal of Special Education Technology, Disability and Rehabilitation: Assistive Technology, Education Sciences, ACM Transactions on Computer-Human Interaction, Journal of Information Systems Education, Journal of Interactive Media in Education and Computers and Education: Artificial Intelligence. These top-tier publications ensured that the selected studies address the intersection of AI, VR and inclusive education for students with disabilities in different educational contexts.
3.4. Quality Assessment
Each study was then subjected to a quality assessment based on this scoring process and grouped overall by quality. For every study a quality rating of high, medium or low, depending on how sound its methodology was according to recognised scientific standards and whether it answered any of the existing research questions. This categorisation allowed for an appropriate weighting, when analysing and summarising the results. Higher quality studies were weighted more heavily in the analysis and lower quality studies were interpreted with caution, particularly regarding their potential impact on the robustness of the overall conclusions.
4. Results
4.1. General Characteristics of Selected Studies
Studies from six different countries were included in this systematic review. Most of the studies were conducted in the United Kingdom (n = 4), followed by the United States (n = 3), and Sweden (n = 2). Ghana, Italy, and Spain are also included in the map, with one study being conducted in each. There is one transnational study which was conducted between the United Kingdom, Italy, and Spain. While the literature proves to be dispersed in terms of countries, there is a strong emphasis on studies conducted in Europe.
4.2. Benefits of AI and VR Technologies
Since the introduction of AI and VR technologies in the educational context, the literature has shifted its attention towards the positive impact that these can have on the educational progress and development of students with disabilities. Every study selected for this review included at least one element that proves to be beneficial, making it thus imperative to systemise and categorise those benefits that are more than prevalent in the literature.
4.3. Disadvantages in Educational Environments
Apart from the benefits showcased above, the literature has tried to examine and shed light on the disadvantages that this sudden eruption of AI and VR technologies has brought in educational environments, elements that are clearly showcased and highlighted in the results of the empirical studies used for this systematic review.
4.4. Challenges in Inclusive Education
5. Discussion
5.1. Integration of AI and VR Technologies in Inclusive Education: Synthesis and Comparative Analysis
5.2. Appropriateness of AI and VR for Students with Disabilities
Many different factors, such as the specific needs of the students, the educational setting, and the availability of support structures within educational institutions, should be taken into consideration when assessing the suitability of introducing AI and VR technologies in the learning experiences of students with disabilities. The selected studies analysed in this systematic review highlight the potential of these systems to address the diverse needs of students with sensory, physical, cognitive, and social/emotional disabilities, even though their effectiveness is highly contingent on the methods and strategies employed for their implementation and integration in the educational environment.
6. Limitations
This review acknowledged several limitations. It focused solely on peer-reviewed journal articles, excluding potentially valuable grey literature and non-English studies. This may have overlooked important research from diverse cultural contexts. Cultural and linguistic differences in conceptualising and addressing disabilities in education could offer valuable insights not captured here. More research is deemed necessary to bring further insights from an international perspective in order for the research model to be further developed, to include other nations and to obtain better validation and more widely applicable conclusions. The extension of the studies to low- and middle-income countries would provide significant insights into how AI and VR technologies work in different educational contexts and would contribute to a more comprehensive understanding of their global applicability.
To gain a more comprehensive understanding of the global impact of AI and VR, future research should expand the scope to incorporate non-English studies and grey literature.
The diversity of included studies, in terms of research design, geography, and disability types, poses challenges for drawing generalised conclusions. Most studies were conducted in high-income countries where resources facilitate advanced technology use in education. This limits the applicability to low- and middle-income educational contexts, which may differ significantly. Future research should include a broader range of studies from diverse cultural and economic backgrounds to better understand how AI and VR can be adapted across various educational systems.
Another limitation is that the scope of this study is broad and includes multiple disabilities and technologies. As there are few studies that specifically address AI and VR in the context of disability, a general approach was taken to provide an initial overview. Although this provides a useful initial overview, an insight into specific technologies for each type of disability would likely provide better and more direct insights. For future research in this area, it is recommended to focus on illustrating more targeted practical applications by conducting studies with one disability and one technology at a time.
Furthermore, the search strategy may have inadvertently excluded relevant studies not explicitly using terms like “artificial intelligence” or “virtual reality”. The focus on peer-reviewed journals indexed in Q1 and Q2 of the SCOPUS database may have also excluded valuable insights from books, conferences, or reports on emerging AI and VR trends. Future systematic reviews should expand search strategies to include a wider range of sources for a more comprehensive understanding of this rapidly evolving field.
In addition, this review focused specifically on AI and VR technologies, excluding extended technologies (XR) but including augmented reality (AR). This decision was based on the inclusion criteria, which prioritised studies published in high-impact, peer-reviewed Q1 and Q2 journals that provided empirical evidence of technologies demonstrating significant impact in supporting students with disabilities. While XR and AR have promising potential, especially in enhancing visual and contextual learning by overlaying digital content onto the physical world, their current application in fully immersive educational experiences for students with disabilities is relatively limited compared to AI and VR. This exclusion represents a limitation, as XR technologies could offer additional benefits not explored in this review. Future research should aim to include XR and AR technologies to provide a more comprehensive understanding of how they may complement AI and VR, offering new opportunities for inclusive education.
Moreover, the perspectives of teachers and educators, which play an important part in the successful implementation of AI and VR in education have not been comprehensively explored in this review. Further qualitative data collection from teachers and educators about the difficulties they experience and the type of assistance or training they would need to make such integration more effective is needed. There is an urgent need to explore these vectors in order to address practical constraints and create more flexible solutions regarding the incorporation of AI and VR in various educational contexts.
Finally, this review of AI and VR technologies has neglected to consider how other emerging technologies complement these technologies, such as Augmented Reality (AR) and machine learning (ML). Further studies should address how the effective use of different technologies, such as smart computers, synchronous communication devices and built environment features, could enhance the learning environment to become more interactive, inclusive and ultimately more useful for students with disabilities.
7. Practical Implications
In addition, policymakers and education leaders should launch pilot programmes to evaluate the effectiveness of AI and VR technologies before these are fully deployed, ensuring adaptation to the diversity of educational environments before widespread adoption.
8. Conclusions
The integration of AI and VR technologies into education offers significant potential for improving the inclusion of students with disabilities. These technologies offer personalised learning experiences, immersive environments and the ability to tailor educational content to individual needs, enabling a more inclusive and engaging learning experience.
Despite their promising possibilities, challenges such as high costs, technical limitations and insufficient teacher preparation need to be addressed in order to fully exploit the potential of AI and VR in education. Ethical considerations, including data privacy and algorithmic bias, require careful management to ensure equitable access and avoid exacerbating existing educational disparities.
The effective inclusion of AI and VR technologies requires comprehensive teacher/educator training and supportive institutional frameworks. Policymakers and educational institutions should consider funding mechanisms and partnerships to make these technologies accessible, especially in under-resourced settings. Establishing ethical guidelines is important to guide the responsible use of AI and VR and ensure that they empower students and enhance learning outcomes.
The use of AI and VR technologies is in line with the objectives of the CRPD, which promotes inclusive education and provides equitable learning opportunities for all students regardless of their background and abilities. By addressing the challenges identified and harnessing the potential of these new technologies, educational environments can become more inclusive and accessible, enabling students with disabilities to reach their full potential.
Author Contributions
Conceptualization, S.M., A.K. and A.C.; methodology, S.M.; software, S.M.; validation, S.M., A.C. and A.K.; formal analysis, A.C., A.S., M.K., A.M., M.M. and S.M.; investigation, S.M. and A.C.; resources, M.K., A.M. and M.M.; data curation, A.C. and S.M.; writing—original draft preparation, S.M., A.C. and A.S.; writing—review and editing, M.K., A.M. and M.M.; visualisation, M.K., A.S., A.M. and M.M.; supervision, S.M. and A.S.; project administration, S.M. and A.S. All authors have read and agreed to the published version of the manuscript.
Funding
This research received no external funding.
Institutional Review Board Statement
Not Applicable.
Data Availability Statement
No new data were created or analyzed in this study.
Conflicts of Interest
The authors declare no conflict of interest.
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Number of papers per year based on research strategy.
Figure 2.
Number of papers per year based on research strategy.
Table 1.
Inclusion and exclusion criteria for SCOPUS-indexed articles Q1 and Q2.
Table 1.
Inclusion and exclusion criteria for SCOPUS-indexed articles Q1 and Q2.
Criterion | Inclusion | Exclusion |
---|---|---|
Period | 2018–2024 | Studies outside these dates |
Languages | English | Studies in other languages |
Type of article | Original research, published | Articles that are not |
in a peer-reviewed journal | peer-reviewed or original | |
research | ||
Study design | Empirical studies | Articles that lack empirical |
(quantitative/qualitative/ | evidence (article/editorial/ | |
mixed methods) | review) | |
Study focus/Population | Students with a range of | Studies with typical developing |
and sample | disabilities in all forms of | students/without any |
education | disability | |
Literature focus | Articles that examined the | Articles that are not related |
impact of using Artificial | to use AI and VR for | |
Intelligence Technologies, | educational purposes | |
such as AI and VR (Virtual | ||
Reality) in the educational | ||
context; | ||
technologies such as AI and | Articles that lack empirical | |
VR (Virtual Reality) in the | evidence | |
educational context; | ||
studies comparing measures | Studies that do not provide | |
pre- and post-intervention | sufficient detail on | |
intervention, population, | ||
outcomes and methodology | ||
for the overall analysis | ||
Studies with one or more of | ||
these findings: academic | ||
achievement, engagement | ||
and participation, | ||
accessibility of learning, | ||
personalisation of learning, | ||
social inclusion, barriers to | ||
technology integration and | ||
facilitators of successful | ||
implementation |
Table 2.
Sample of search terms for the ERIC database.
Table 2.
Sample of search terms for the ERIC database.
Step Search Terms |
---|
|
Table 3.
Included studies from 2018 (in alphabetical order).
Table 3.
Included studies from 2018 (in alphabetical order).
Ref. No | Author and Year | Country | Research Design | Sample Size | Results | ||
---|---|---|---|---|---|---|---|
Benefits | Disadvantages | Challenges | |||||
[50] | Atanga et al. (2020) | United States | Quantitative research (web-based survey) | 62 schoolteachers | |||
[51] | Coughlan et al. (2024) | United Kingdom | Qualitative research (online survey with open-ended questions) | 138 university students with discloseddisabilities |
| ||
[52] | Gupta and Chen (2022) | United States | Qualitative research (interviews conducted through experimental chatbot Sammy with open-ended questions) | 215 higher-education undergraduate students |
| ||
[53] | Lister et al. (2021) | United Kingdom | Qualitative research (survey analysed with descriptivestatistics) | 109 students with disabilities |
| ||
[54] | McGrath et al. (2023) | Sweden | Mixed methods research (survey with multiple choice and free-text questions) | 194 higher education teachers |
| ||
[55] | McMahon et al. (2020) | United States | Qualitative research (VR platforms: HTC VIVE VR goggles and Virzoom exercise bike (Virtual Reality gaming platforms). Data collection through the following: 1. smartwatches for the time of exercise, 2. Apple Watch for the heart rate and total calories burned. | School Students (Secondary) with intellectual and developmental disability (one student diagnosed with foetal alcohol syndrome, one student diagnosed with autism spectrum disorder, one student diagnosed with Down syndrome, one student diagnosed with intellectual disability and other health impairments) |
| ||
[56] | Porayska-Pomska et al. (2018) | United Kingdom | Quantitative research (experimental methods using the ECHOES environment, with results collected through the SCERTS Assessment Process) | 15 school students with Autism Spectrum Conditions (ASC) and 6 typically developing (TD) school students |
| ||
[57] | Segbenya et al. (2023) | Ghana | Mixed methods research (questionnaire with closed and open-ended questions, using a four-point Likert scale and descriptive statistics) | 294 postgraduate students | |||
[58] | Standen et al. (2020) | United Kingdom, Italy, and Spain | Quantitative research (data obtained through MaTHiSiS software) | 67 school (secondary) students with disabilities (18 students with intellectual disabilities, 24 students with intellectual disabilities and some autistic tendencies, 18 students with Autism Spectrum Conditions, 7 typically developing students) |
| ||
[59] | Svensson et al. (2021) | Sweden | Quantitative research (data obtained from three test sessions, recording the impact of a six-week intervention that utilised a range of accessible assistive technologies on a battery of reading skills as well as student and parent reports regarding the apps’ usefulness and functionality during the school day) | 149 school (secondary) students with disabilities | Assistive Technology enhanced the following: |
Table 4.
Type of disability per selected study according to CRPD descriptions of disabilities.
Table 4.
Type of disability per selected study according to CRPD descriptions of disabilities.
Selected Study | Type of Disability |
---|---|
[51,53] | Physical disabilities |
[51,53] | Sensory disabilities |
[51,53,55,56,58] | Intellectual disabilities |
[51,53] | Mental health disabilities |
[51,53] | Chronic health conditions |
[51,53] | Neurological disabilities |
[50,51,52,53,54,56,59] | Communication disabilities |
[57] | Various/Non–defined disabilities |
Table 5.
AI and VR support and limitations for each disability type.
Table 5.
AI and VR support and limitations for each disability type.
Disability Type | AI Technology Support | VR Technology Support | Limitations of AI | Limitations of VR | Ref. No |
---|---|---|---|---|---|
Physical Disabilities | Voice commands, and screen readers for accessibility. | N/A | Limited in addressing specific mobility needs. | N/A | [51,53] |
Sensory Disabilities | Text-to-speech for visual impairments, and captioning for hearing impairments. | N/A | Struggles with mixed sensory impairments. | N/A | [51,53] |
Intellectual Disabilities | Personalised learning content, and real-time feedback. | VR helps increase physical activity and social interactions. | Difficulty recognising subtle emotional states. | High cost and complexity. | [51,53,55,56,58] |
Mental Health Disabilities | Chatbots provide emotional support. | N/A | May not detect nuanced emotional states. | N/A | [51,53] |
Chronic Health Conditions | Adapt learning materials for pacing and fatigue. | N/A | Lack of individualised adaptations for specific conditions. | N/A | [51,53] |
Neurological Disabilities | Tailored assistance for complex tasks. | N/A | Difficulty addressing variability in neurological disabilities. | N/A | [51,53] |
Communication Disabilities | Chatbots and text-based tools for speech impairments. | N/A | Over-reliance can limit independent skills. | N/A | [50,51,52,53,54,56,57,58,59] |
Various/Non-Defined Disabilities | General support via adaptable learning pathways. | N/A | Challenges adapting to diverse disability needs. | N/A | [57] |
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