AI AND VR AS ARCHITECTURES OF INCLUSIVE LEARNING ECOSYSTEMS: REDESIGNING EDUCATION THROUGH UNIVERSAL DESIGN FOR LEARNING 3.0
Abstract
The Universal Design for Learning (UDL) 3.0 guidelines emphasize the uniqueness of each learner and the variety of learning styles, highlighting the role of digital technologies in supporting inclusive education (CAST, 2024). This study, through a review of the existing literature, explores how the integration of Artificial Intelligence (AI) in Virtual Reality (VR) environments enables immersive and adaptive learning experiences. These experiences align with the principles of UDL 3.0, contributing to a more equitable, accessible, and personalized educational approach.
Keywords
Full Text:
PDFReferences
Augenti, M. A. (2025). Universal Design for Learning: risultati di una Ricerca-Azione-Formazione sulla partecipazione e motivazione degli studenti. EDUVERSI, 328-336.
Barca, A., Bellotti, C., & Carruba, M. C. (2024). Avatars inclusivi e costruzione dell’identità digitale ai tempi dell’intelligenza artificiale. Personae. Scenari e prospettive pedagogiche, 3(1), 62-72.
Baskara, R., (2023). Chatgpt as a virtual learning environment: multidisciplinary simulations. The Third International Conference on Innovations in Social Sciences Education and Engineering (ICoISSEE)-3 Bandung, Indonesia, July 08th, 2023.
Carlomagno, N., Cordella, F. M., Minghelli, V., & Rivoltella, P. C. (2021). Performative didactics in a technological environment. REM, 13(1), 2037-0830.
Cast (2024). Universal Design for Learning Guidelines version 3.0. https://udlguidelines.cast.org/
Consiglio dell’Unione Europea. (2018) Raccomandazione del Consiglio 22 maggio 2018 relativa alle competenze chiave per l’apprendimento permanente (2018/C 189/01). https://eurlex.europa.eu/legalcontent/IT/TXT/PDF/uri=CELEX:32018H0604(01)
Castañeda, L., Selwyn, N., (2018). More than tools? Making sense of the ongoing digitizations of higher education. International Journal of Educational Technology in Higher Education, Vol. 15, n° 22, pp. 1-10.
Chan, C. K. Y., & Tsi, L. H. (2023). The AI Revolution in Education: Will AI Replace or Assist Teachers in Higher Education? arXiv preprint arXiv:2305.01185.
De Angelis, B., (eds, 2025). Ambienti flessibili. Creatività, inclusione, ecologia, reale/virtuale. Teorie e buone pratiche per la pedagogia. Roma: Roma TrE-Press.
De Luca, V. (2016). Oltre l’interfaccia: emozioni e design dell’interazione per il benessere. MD Journal, 1 (1).106-119.
European Commission. (2020). Digital Education Action Plan (2021-2027): Resetting education and training for the digital age. https://education.ec.europa.eu/focus-topics/digital-education/action-plan
Finestrone, F., Limone, P., Peconio, G. (2023). Nuovi scenari di progettazione educativa: esperienze di didattica immersiva. IUL Research. Vol. 4(7), 190-203.
Fiorucci, A., & Bevilacqua, A. (2024). Promuovere l’inclusione e la partecipazione sociale delle persone con disabilità attraverso l’intelligenza artificiale.: Un focus sulla disabilità visiva. Medical Humanities & Medicina Narrativa-MHMN, 9(2), 165-181.
Forese, G. (2025). Ridefinire lo spazio: design, architettura e pedagogia nell’educazione del futuro in B. De Angelis, (ed). Ambienti flessibili. Creatività, inclusione, ecologia, reale/virtuale. Teorie e buone pratiche per la pedagogia. (pp.83-89) Roma: Roma TrE-Press.
Gallagher, S., & Lindgren, R. (2015). Enactive metaphors: Learning through full-body engagement. Educational psychology review, 27, 391-404.
Gomez-Paloma, F., G., Ascione, A., Tafuri, D., (2016). Embodied Cognition: il ruolo del corpo nella didattica. Formazione e Insegnamento. Vol. XIV, n° 1, pp. 75-87.
Guarini, P., Rossi, M., Di Fuccio, R., Scarinci, A. (2022). Applying gamification in learning processes: good practices and recommendations about how serious games can enhance student’s learning skills. Giornale Italiano di Educazione alla Salute, Sport e Didattica Inclusiva, 6(1), 1-18.
Holmes, W., Bialik, M. & Fadel, C., (2019). Artificial intelligence in education: Promises and implications for teaching and learning. Boston: Center for Curriculum Redesign.
Järvenoja, H., Malmberg, J., Törmänen, T., Mänty, K., Haataja, E., Ahola, S., & Järvelä, S. (2020). A Collaborative Learning Design for Promoting and Analyzing Adaptive Motivation and Emotion Regulation in the Science Classroom. Frontiers in Education, 5, 1-16.
La Manna, N., Zappalà, E., & Sibilio, M. (2024). Multimodalità e corporeità negli ambienti di apprendimento virtuali: suggestioni per una didattica inclusiva. Pedagogia delle Differenze, 53(1).
Le Corre, J. Y., & Huang, M. Q. (2024, July). Incorporating Artificial Intelligence and Virtual Reality within Classroom-as-Organisation learning design for Dialogic Teaching: A prototype-based experimental study. In 2024 10th International Conference on Smart Computing and Communication (ICSCC) (pp. 514-518). IEEE.
Limone, P. (2021). Ambienti di apprendimento e progettazione didattica. Proposte per un sistema educativo transmediale. Nuova Edizione. Roma: Carocci
Makkan, N., Brosens, J. & Kruger, R., (2020). Designing for Positive Emotional Responses in Users of Interactive Digital Technologies: A Systematic Literature Review. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 12067 LNCS, 441–451.
Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141-1164.
MIM (2022). Piano Nazione di Ripresa e Resilienza. Missione 4: Istruzione e Ricerca. Componente 1 – Potenziamento dell’offerta dei servizi di istruzione: dagli asili nido alle Università Investimento 3.2: Scuola 4.0 https://pnrr.istruzione.it/avviso/scuole-4-0-scuole-innovative-e-laboratori/
Muscarà, M., Romano, A., Lizio, A., & Carnazzo, V. (2024). Le Emotional Technologies nell’educazione: Sviluppo, impatto e prospettive per una pedagogia digitale innovativa. Research Trends in Humanities Education & Philosophy, 11, 10-18.
Nalbant, K., G. & Aydin, S. (2024). Metaverse and chatgpt: innovative learning experiences in education and interactive strategies in marketing. Journal of Management, Marketing and Logistics. 11(2), 122-130
Panciroli, C., & Macauda, A. (2021). Intelligenza artificiale in una prospettiva educativo-didattica. OPEN TEACHING, 37-44.
Prastawa, H., Ciptomulyono, U., Laksono-Singgih, M., & Hartono, M., (2019). The effect of cognitive and affective aspects on usability. Theoretical Issues in Ergonomics Science, 20(4), 507–531.
Ranieri, M. (2024). Intelligenza artificiale a scuola. Una lettura pedagogico-didattica delle sfide e delle opportunità. Rivista di Scienze dell'Educazione, 62(1), 123-135.
Rong, Q., Lian, Q., Tang, T. (2022). Research on the Influence of AI and VR Technology for Students’ Concentration and Creativity. Frontiers in Psychology. Vol. 13, pp. 1-9.
Rossi, M., Peconio, G., & Toto, G. A. (2023). Nuovi scenari didattici: l’Augmented Learning ed esperienze di Realtà Virtuale ed Aumentata per la promozione di una didattica inclusi-va. Annali online della Didattica e della Formazione Docente, 15(25), 608-622.
Rossi, M. & Toto, G., A., (2024). Virtual Reality in the perceptions of teachers in training: an exploratory investigation. QTimes Journal of Education. Anno XVI - n. 2, 115-124.
Saborío-Taylor, S., & Rojas-Ramírez, F. (2024). Universal Design for Learning and artificial intelligence in the digital era: Fostering inclusion and autonomous learning. International Journal of Professional Development, Learners and Learning, 6(2).
Savia, G. (a cura di, 2016). Universal Design for Learning. La progettazione universale per l’apprendimento per una didattica inclusiva. Trento: Edizioni Centro Studi Erickson
Scarano, R. & Ferrantino, C., (2024). Formare all’intelligenza artificiale: un progetto-studio con docenti e futuri docenti. Education Sciences & Society. N°2, pp. 72-87.
Sgambelluri, R. (2023). Digital Skills and Inclusive Praxis for the Development of Collective Intelligence in Scuola 4.0. Pedagogia oggi, 21(2), 107- 116.
Shirazi, B., N., Safavi, A., A., Aftabi, E., Salimi, G., (2024). The Integration of Virtual Reality and Artificial Intelligence in Educational Paradigms. 11th International and the 17th National Conference on E-Learning and E-Teaching (ICeLeT 2024), Isfahan, Iran, Feb 27-29, 2024.
Thielsch, M.T., Scharfen, J., Masoudi, E., Reuter, M. (2019). Visual aesthetics and performance: A first meta- analysis. ACM International Conference Proceeding Series: 199-210.
DOI: https://doi.org/10.32043/gsd.v9i1.1441
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 ITALIAN JOURNAL OF HEALTH EDUCATION, SPORT AND INCLUSIVE DIDACTICS

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 printed: 2532-3296
E- ISSN: 3103-5744
Italian Journal of Health Education, Sports and Inclusive Didactics
