Gonzalo Lorenzo, Anders Dechsling and Anders Nordahl-Hansen
The objective of the research is to conduct a comprehensive analysis of the conceptual structure underlying global trends in the utilization of VR/AR for learning purposes among…
Abstract
Purpose
The objective of the research is to conduct a comprehensive analysis of the conceptual structure underlying global trends in the utilization of VR/AR for learning purposes among autistic children and adolescents.
Design/methodology/approach
With a sample of 57 documents obtained from different databases in the period 2010–2022, a scientific mapping was developed using the bibliometrix library designed in R.
Findings
It has been found that there are three main lines of work. The first with VR/AR with emotion recognition and theory of mind. Another line focused on “young children” that works on visual attention, simulation play and social communication. The third line is focused on adolescents with subthemes such as executive function, attention, social skills and learning environments.
Originality/value
The research allows the authors to design activities in those areas where the use of VR/AR has been successful. In this way, future implementation of these tools in the classroom is encouraged.