Haptics in Virtual Reality for Literacy Learning

This study is looking at how adding touch feedback, called haptics, to virtual reality (VR) can help people learn to read. Participants will use special haptic gloves that vibrate and track finger movements while in a VR learning environment. The study wants to see if this "Haptic-Integrated Interactive Virtual Reality Experience" helps with learning skills like recognizing sounds in words (phonetic recognition), spelling, and reading, compared to a "Traditional Virtual Reality Experience" using regular hand controllers. We are looking for 60 students, aged 6 and older, from elementary school through higher education. The main goal is to see how well participants perform on literacy tasks right after using the VR experience.

Study design
This is an interventional study planning to enroll 60 participants. It compares two different virtual reality experiences.
What's involved
Participants will interact with a virtual reality experience, either using haptic gloves or traditional hand controllers. The study measures literacy task performance immediately after this session.
Compensation
Not stated in the trial record.
Follow-up
Literacy task performance is measured immediately after the intervention session, so there is no extended follow-up mentioned.

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NCT07209228

Haptics in Virtual Reality

Recruiting
NAAges 6+InterventionalBasic science
University of Miami
~60 participants
Updated 2026-08-17 on ClinicalTrials.gov
What's tested:Haptic-Integrated Interactive Virtual Reality ExperienceTraditional Virtual Reality Experience (Hand Controllers)

At a glance

Recruiting sites
1 of 2 listed sites are recruiting right now
RecruitingSuspended, closed, or not yet open
What they're measuring
Literacy Task Performance
Measured over Immediately after the intervention session
Literacy
Literacy-language Intervention
Haptics
2 sites across 1 states
Florida2
  • Anna Queiroz, Ph.D. · PRINCIPAL_INVESTIGATOR · University of Miami

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Eligibility criteria

Inclusion

Students from elementary to higher education;
Students aged 6 years old and up.

Exclusion

Students with significant uncorrected vision;
Students with significant hearing impairments;
Students with severe cognitive conditions;
Students with significant neurological conditions;
Students with significant motor conditions that would prevent safe participation in a VR-based learning activity.
  • Literacy Task PerformanceImmediately after the intervention session

    Participants' accuracy and completion rates on in-game literacy tasks (e.g., letter recognition, phonetic matching, spelling) recorded during the final session of the intervention. Performance data is automatically logged by the VR platform.