Roberta Minino


This essay explores the transformative potential of Virtual Reality and Artificial Intelligence in educational innovation. Through immersive, interactive, and personalised learning experiences, they are revolutionising traditional educational models. In particular, the use of such technologies to address challenges related to emotional regulation in children with ADHD is analysed, emphasising the importance of creating inclusive and effective learning environments.


Virtual Reality, Artificial Intelligence, Education, ADHD, Emotional Management

Full Text:



Adams, R., Finn, P., Moes, E., Flannery, K., & Rizzo, A. “Skip”. (2009). Distractibility in Attention/Deficit/ Hyperactivity Disorder (ADHD): The Virtual Reality Classroom. Child Neuropsychology, 15(2), 120–135. https://doi.org/10.1080/09297040802169077

Alqithami, S., Alzahrani, M., Alzahrani, A., & Mustafa, A. (2019). AR-Therapist: Design and Simulation of an AR-Game Environment as a CBT for Patients with ADHD. Healthcare, 7(4), Articolo 4. https://doi.org/10.3390/healthcare7040146

Au, E. H., & Lee, J. J. (2017). Virtual reality in education: A tool for learning in the experience age. International Journal of Innovation in Education, 4(4), 215. https://doi.org/10.1504/IJIIE.2017.091481

Barua, P. D., Vicnesh, J., Gururajan, R., Oh, S. L., Palmer, E., Azizan, M. M., Kadri, N. A., & Acharya, U. R. (2022). Artificial Intelligence Enabled Personalised Assistive Tools to Enhance Education of Children with Neurodevelopmental Disorders—A Review. International Journal of Environmental Research and Public Health, 19(3), Articolo 3. https://doi.org/10.3390/ijerph19031192

Bersaglieri, A. (2022). L’Intelligenza Artificiale e l’Ottimizzazione del flusso di lavoro in Radiologia. https://tesi.univpm.it/bitstream/20.500.12075/14898/1/tesi%20word%20definitiva.pdf

Black, E. (2017). Learning then and there: An exploration of virtual reality in k-12 history education. https://scholar.google.com/scholar_lookup?title=Learning+Then+and+There:+An+Exploration+of+Virtual+Reality+in+K-12+History+Education&author=Black,+E.R.&publication_year=2017

Bryson, S. (2013). Virtual Reality: A Definition History - A Personal Essay (arXiv:1312.4322). arXiv. http://arxiv.org/abs/1312.4322

Chittaro, L., & Buttussi, F. (2015). Assessing knowledge retention of an immersive serious game vs. A traditional education method in aviation safety. IEEE transactions on visualization and computer graphics, 21(4), 529–538.

Doulou, A., & Drigas, A. (2022). Electronic, VR & augmented reality games for intervention in ADHD. Technium Soc. Sci. J., 28, 159.

Firu, A. C., Tapîrdea, A. I., Feier, A. I., & Drăghici, G. (2021). Virtual reality in the automotive field in industry 4.0. Materials Today: Proceedings, 45, 4177–4182.

Gluck, A., Chen, J., & Paul, R. (2020). Artificial intelligence assisted virtual reality warfighter training system. 2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), 386–389. https://ieeexplore.ieee.org/abstract/document/9319092/?casa_token=Bgwaiy0K26UAAAAA:g9UW2cfzWIPSH53swsRCvFS0e_GOjhvqgoBhhLZOQfnDf-UBqRwxVekfRanKdUDEIU26YKS624e_

Hugh-Jones, S., Ulor, M., Nugent, T., Walshe, S., & Kirk, M. (2023). The potential of virtual reality to support adolescent mental well-being in schools: A UK co-design and proof-of-concept study. Mental Health & Prevention, 30, 200265. https://doi.org/10.1016/j.mhp.2023.200265

Jacobson, J., & Vadnal, J. (2005). The virtual pompeii project. E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, 1644–1649. https://www.learntechlib.org/p/21434/

Jain, M., & Kulkarni, P. (2022). Application of AI, IOT and ML for Business Transformation of The Automotive Sector. 2022 International Conference on Decision Aid Sciences and Applications (DASA), 1270–1275. https://ieeexplore.ieee.org/abstract/document/9765294/

Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in science and technology education, 10(2), 85–119.

Kowalicka, P. (2022). L’intelligenza artificiale per la “Green Sustainability”. https://www.torrossa.com/gs/resourceProxy?an=5329166&publisher=FMO650

Miao, F., Holmes, W., Huang, R., & Zhang, H. (2021). AI and education: A guidance for policymakers. UNESCO Publishing. https://books.google.com/books?hl=it&lr=&id=yyE7EAAAQBAJ&oi=fnd&pg=PA3&dq=Miao,+F.,+%26+Holmes,+W.+(2021).+AI+and+education:+Guidance+for+policy-+makers.+UNESCO.+https://unesd+oc.unesco.org/+ark:/48223/+pf000+0376709&ots=cBh6F7uoNd&sig=mScrE9ZS6LozW1J5QPBAocdmKTA

Minino, R. (2022). The role of Executive Functions in people with Autism Spectrum Disorder. Form@re - Open Journal per La Formazione in Rete, 22(3), Articolo 3. https://doi.org/10.36253/form-13634

Neguț, A., Jurma, A. M., & David, D. (2017). Virtual-reality-based attention assessment of ADHD: ClinicaVR: Classroom-CPT versus a traditional continuous performance test. Child Neuropsychology, 23(6), 692–712. https://doi.org/10.1080/09297049.2016.1186617

Ocay, A. B., Rustia, R. A., & Palaoag, T. D. (2018). Utilizing Augmented Reality in Improving the Frustration Tolerance of ADHD Learners: An Experimental Study. Proceedings of the 2nd International Conference on Digital Technology in Education, 58–63. https://doi.org/10.1145/3284497.3284499

Pallavicini, F., Pepe, A., & Minissi, M. E. (2019). Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? Simulation & Gaming, 50(2), 136–159. https://doi.org/10.1177/1046878119831420

Panciroli, C., Rivoltella, P. C., Gabbrielli, M., & Richter, O. Z. (2020). Artificial Intelligence and education: New research perspectives Intelligenza artificiale e educazione: nuove prospettive di ricerca. Form@ re-Open Journal per la formazione in rete, 20(3), 1–12.

Parsons, S., & Mitchell, P. (2002). The potential of virtual reality in social skills training for people with autistic spectrum disorders. Journal of Intellectual Disability Research, 46(5), 430–443. https://doi.org/10.1046/j.1365-2788.2002.00425.x

Parsons, T. D., Riva, G., Parsons, S., Mantovani, F., Newbutt, N., Lin, L., Venturini, E., & Hall, T. (2017). Virtual reality in pediatric psychology. Pediatrics, 140(Supplement_2), S86–S91.

Petrović, V. M. (2018). Artificial Intelligence and Virtual Worlds – Toward Human-Level AI Agents. IEEE Access, 6, 39976–39988. https://doi.org/10.1109/ACCESS.2018.2855970

Pillai, A. S., & Mathew, P. S. (2019). Impact of virtual reality in healthcare: A review. Virtual and augmented reality in mental health treatment, 17–31.

Romero-Ayuso, D., Toledano-González, A., Rodríguez-Martínez, M. del C., Arroyo-Castillo, P., Triviño-Juárez, J. M., González, P., Ariza-Vega, P., Del Pino González, A., & Segura-Fragoso, A. (2021). Effectiveness of Virtual Reality-Based Interventions for Children and Adolescents with ADHD: A Systematic Review and Meta-Analysis. Children, 8(2), Articolo 2. https://doi.org/10.3390/children8020070

Rubio-Tamayo, J. L., Gertrudix Barrio, M., & García García, F. (2017). Immersive Environments and Virtual Reality: Systematic Review and Advances in Communication, Interaction and Simulation. Multimodal Technologies and Interaction, 1(4), Articolo 4. https://doi.org/10.3390/mti1040021

Scahill, L., & Schwab-Stone, M. (2000). Epidemiology of Adhd in School-Age Children. Child and Adolescent Psychiatric Clinics of North America, 9(3), 541–555. https://doi.org/10.1016/S1056-4993(18)30106-8

Vesisenaho, M., Juntunen, M., Häkkinen, P., Pöysä-Tarhonen, J.,

Fagerlund, J., Miakush, I., & Parviainen, T. (2019). Virtual reality in education: Focus on the role of emotions and physiological reactivity. Journal of Virtual Worlds Research, 12(1). https://jyx.jyu.fi/handle/123456789/62925

Wang, X., Young, G. W., Mc Guckin, C., & Smolic, A. (2021). A systematic review of virtual reality interventions for children with social skills deficits. 2021 IEEE International Conference on Engineering, Technology & Education (TALE), 436–443. https://ieeexplore.ieee.org/abstract/document/9678808/?casa_token=RHu178jDHvUAAAAA:Ymz-8DtcbLjrTFhWqzoJq5HeAGADJFxPfgblPymZeUziNKkHl1Ot2bf8E9psB7kK4cGhk7E9GZQ

Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25–32.

DOI: https://doi.org/10.32043/gsd.v8i3.1125


  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Italian Journal of Health Education, Sports and Inclusive Didactics 
ISSN: 2532-3296