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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A. Moreno-Cruz);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Inclusive Virtual Reality in Education: Applying the STEAM Approach to Ease the Learning of Students with Disabilities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alejandro Moreno-Cruz</string-name>
          <email>alejandro_moreno_cruz@outlook.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jaime Muñoz-Arteaga</string-name>
          <email>jaime.munoz@edu.uaa.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Julio C. Ponce-Gallegos</string-name>
          <email>julio.ponce@edu.uaa.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cesar A. Collazos-Ordóñez</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adriana L. Iñiguez-Carrillo</string-name>
          <email>adriana.carrillo@cusur.udg.mx</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Autónoma de Aguascalientes, Avenida Universidad 940</institution>
          ,
          <addr-line>Ciudad Universitaria, Aguascalientes, 20100</addr-line>
          ,
          <country country="MX">Mexico</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad de Guadalajara, Centro Universitario del Sur, Av. Enrique Arreola Silva No. 883, Colonia Centro</institution>
          ,
          <addr-line>C.P. 49000, Ciudad Guzmán, Jalisco</addr-line>
          ,
          <country country="MX">México</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad del Cauca</institution>
          ,
          <addr-line>Calle 5 No. 4-70 Popayán, Cauca</addr-line>
          ,
          <country country="CO">Colombia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Barriers to learning are a major problem, especially for people at the high school level and above. This study demonstrates how the Design Thinking methodology together with the STEAM (Science, Technology, Engineering, Arts and Mathematics) approach are used in the creation of a virtual reality application focused on supporting the inclusive education of students belonging to the Attention Centers for Students with Disabilities (CAED). Working closely with teachers and a group of 18 students of varying ages (15-27 years old), can identify the critical stages to overcome some of the barriers that these students face in their educational process. This approach allows for continuous improvement of the prototype through multiple iterations at each stage of development by implicitly pointing out the areas of the applied approach on which each phase is focused. The importance of continuous communication with users (students with disabilities) and their teachers was emphasized to ensure that applications are best suited to individual needs. In conclusion, the adaptation of the methodology and approach used is successful for the creation of both the inclusive education support application and the planning of the activities that can be implemented within it, focusing on what the learners need directly.</p>
      </abstract>
      <kwd-group>
        <kwd>STEAM</kwd>
        <kwd>Inclusive education</kwd>
        <kwd>Virtual reality</kwd>
        <kwd>Design thinking methodology</kwd>
        <kwd>Educational applications</kwd>
        <kwd>1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Inclusive education poses a relevant challenge for institutions at the baccalaureate level, which
strive to adopt new educational strategies daily [9]. Although significant progress has already
been made in adapting institutions in terms of infrastructure and trained administrative
departments [5], there are still areas where there is room for improvement, especially in terms
of learning and motivation to participate in academic activities. The STEAM (Science, Technology,
Engineering, Art, and Mathematics) approach presents itself as an innovative solution to address
these challenges.</p>
      <p>STEAM education combines traditionally separate disciplines into an interdisciplinary
approach. This orientation seeks to enhance students' critical thinking, problem-solving skills,
and creativity by implementing the areas involved in such an approach: science, technology,
engineering, art, and mathematics into a single educational approach [17]. By incorporating
artistic and creative elements into the teaching of technical disciplines, STEAM seeks to make
learning more engaging and relevant to students.</p>
      <p>Inclusive education is greatly benefited by the STEAM approach because it enables the use of
teaching strategies to meet the needs of students with disabilities. In the project we present, we
try to develop a prototype for the use of virtual reality, using the STEAM framework, to provide
academic assistance for specific areas for individuals with disabilities.</p>
      <p>The objective is to solve difficulties, such as the reduction of motivation and the consolidation
of knowledge about the previous stages in which the student is studying, so that students can
overcome doubts that can hold them back. In theory, this project is beneficial to all students with
disabilities, however, those with mental and psychosocial deficiencies will benefit the most.</p>
      <p>The project will serve as a didactic support for students in the open high school education
modality of the Attention Centers for Students with Disabilities (CAED for its Spanish acronyms).
By participating in interactive virtual activities, students can improve their motivation, attention,
and academic performance. This increases their prospects for success, whether entering the job
market or continuing their higher education.</p>
      <p>This chapter is organized as follows: a general description of the content of the chapter is
provided, then, the background of the topic is presented, the project objectives and expected
results are described based on the STEAM approach applied. Then, related work on the
application of emerging technologies in inclusive education is reviewed. The rationale section
defines key concepts related to the "design thinking" methodology and the "STEAM" approach
and describes adapted procedures. This chapter ends with some results, conclusions, suggestions
for future work and thanks to the institutions that supported this research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <p>Previously, several works have been developed related to the application of virtual reality
technologies to support students with specific disabilities. Two of them will be mentioned below
that focused on young people with Attention-Deficit-Hyperactivity-Disorder (ADHD), as well as
another that used augmented reality in rehabilitation activities.</p>
      <sec id="sec-2-1">
        <title>Activities and Elderly rehabilitation activities</title>
      </sec>
      <sec id="sec-2-2">
        <title>Persons. A Study Applying people with disabilities.</title>
      </sec>
      <sec id="sec-2-3">
        <title>Design Thinking [2]</title>
        <p>for identify the effectiveness of the
support provided and determine
what strategies can be applied to
improve concentration.</p>
        <p>The articles mentioned at table 1 were discovered through a systematic search of various
academic sources following the guide provided by J. Vilanova [10], this search was specifically
focused on publications that concurred with our research goals. This extensive review process
not only advised us on the proper course of action, but also inspired us. Through this analysis, we
intended to identify effective methods of designating educational strategies that would facilitate
student interaction with modern and pertinent technology, including virtual reality. Notably, the
projects examined have a focus on individuals with ADHD, this is a disability that is prevalent
among CAED students, as a result, it is pertinent to take inspiration from these projects to create
a reference point.</p>
      </sec>
      <sec id="sec-2-4">
        <title>Minecraft GeoGebra CoSpaces</title>
      </sec>
      <sec id="sec-2-5">
        <title>Education [23] Edu [24]</title>
      </sec>
      <sec id="sec-2-6">
        <title>Edition [22]</title>
      </sec>
      <sec id="sec-2-7">
        <title>Focus on Inclusive</title>
      </sec>
      <sec id="sec-2-8">
        <title>Education</title>
      </sec>
      <sec id="sec-2-9">
        <title>Emphasis on empathy with the users.</title>
      </sec>
      <sec id="sec-2-10">
        <title>Customization and adaptability</title>
      </sec>
      <sec id="sec-2-11">
        <title>Integrated STEAM tools</title>
      </sec>
      <sec id="sec-2-12">
        <title>Active and participatory learning</title>
      </sec>
      <sec id="sec-2-13">
        <title>Collaboration and communication</title>
      </sec>
      <sec id="sec-2-14">
        <title>Evaluation and followup</title>
      </sec>
      <sec id="sec-2-15">
        <title>Receives feedback for constant improvement</title>
      </sec>
      <sec id="sec-2-16">
        <title>Makes use of Virtual</title>
      </sec>
      <sec id="sec-2-17">
        <title>Reality</title>
      </sec>
      <sec id="sec-2-18">
        <title>It has constant updates X X X</title>
        <p>X
X
X
X
X
X</p>
        <p>X
X
X
X</p>
        <p>X
X
X
X</p>
        <p>X
X
X
X</p>
        <p>X
X
X</p>
        <p>X
X
X</p>
        <p>Some projects where the STEAM approach is used and the characteristics that they include in
comparison with the application under development in this work can be observed (Table 2).</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Theoretical foundations</title>
      <p>This section delves into the essential theoretical underpinnings that form the basis for
understanding and applying interconnected concepts in the realms of education and technology.
Five key areas are explored: STEAM (Science, Technology, Engineering, Arts, and Mathematics),
Educational Applications, Virtual Reality, Design-Based Learning (Design Thinking), and the
application of these approaches to students in Centers for Attention to Students with Disabilities
(CAED).</p>
      <p>3.1. STEAM</p>
      <p>The STEAM approach is an interdisciplinary educational method integrating science,
technology, engineering, arts, and mathematics [17]. Its primary objective is to cultivate students'
creative and problem-solving abilities for real-world applications [18]. Key components and
objectives include:
•
•
•
•
•</p>
      <p>Science: Focus on natural phenomena, scientific method, and knowledge acquisition in
biology, chemistry, physics, fostering observation, investigation, and critical thinking
skills.</p>
      <p>Technology: Emphasis on understanding and utilizing digital technology, software,
hardware, and digital resources for information collection, analysis, and presentation.
Engineering: Application of scientific and mathematical principles to design practical
solutions, engaging students in problem-solving projects to develop design, logical
thinking, and problem-solving skills.</p>
      <p>Art: Integration of creativity and artistic expression into the STEAM process through
exploration of various art forms, fostering creativity, aesthetic appreciation, and visual
communication.</p>
      <p>Mathematics: Essential for quantitative measurements, aiding in addressing complex
problems by developing skills in data analysis, modeling, and informed decision-making.</p>
      <sec id="sec-3-1">
        <title>3.2. Educational Applications</title>
        <p>Emerging technologies in the educational arena, such as Kahoot, ClassDojo, Khan Academy,
and Duolingo, have transformed traditional learning materials. These applications, through
interactive activities, provide hands-on experiences, enhancing understanding of the subject
matter and complementing traditional learning materials [7].</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.3. Virtual Reality</title>
        <p>Virtual Reality (VR) is a technology that generates a three-dimensional digital context in real
time, providing immersive experiences through visual, auditory, and sometimes haptic
components. It can replicate real-life or fictitious environments, allowing users taking some
interactions with different objects in a virtual environment. VR is part of "Extended Reality
Technologies" (XR), including Augmented Reality (AR) and Mixed Reality (MR) (see figure 2) [8].</p>
        <p>3.4. CAED</p>
        <p>Centers for Attention to Students with Disabilities (CAED) address the unique needs of
students with disabilities. These centers, distributed across the country, cater to visually, hearing,
or mentally impaired students [3]. Educational tools like audio books, sign language dictionaries,
and Braille keyboards are provided. The educational program consists of twenty-two modules in
communication, social sciences and humanities, experimental sciences, and mathematics (see
fgure 3).</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.5. Design Thinking</title>
        <p>The approach we will use is based on a fusion of the STEAM together with the Design Thinking
methodology. This iterative process is commonly used in various fields, particularly in software
engineering. With this model, the needs to be addressed are obtained directly from the users'
perspectives, allowing the generation of innovative solutions that meet the required
functionalities and address the users' requirements.</p>
        <p>The methodology consists of five main phases: empathize, define, ideate, prototype and test
[13]. These stages can be performed in a specific order, but it is possible to return to a previous
phase or jump to another; they are not performed to obtain a result from the beginning, but with
the intention of performing them several times to polish each stage, i.e., to improve the product
in each iteration (Figure 4). The latter is the main objective of the methodology to be employed.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Integration of the STEAM approach to the Design Thinking methodology</title>
      <p>Issue: To develop innovative technological applications for inclusive education for students with
disabilities.</p>
      <p>In the context of the integration of STEAM methods into Design Thinking methods, we are
faced with a challenge of great relevance: to develop an inclusive educational application as an
important support tool in the educational process of students with disabilities. This situation
arises from a widespread need to create innovative and effective educational solutions that
address the barriers and challenges faced by students with disabilities when seeking a quality
education.</p>
      <p>Integrating the STEAM approach into the development of an inclusive education application
can provide a few significant advantages that go beyond the simple delivery of educational
content. These advantages can positively impact the student experience and the effectiveness of
the learning process. Some of the key advantages are described below:
1. Stimulation of creativity and curiosity: Including artistic and design elements in the
application can stimulate students' creativity and arouse their curiosity. The incorporation
of attractive visual and graphic elements can make the learning process more motivating.
2. Deeper Understanding: By incorporating aspects of Science, Technology, Engineering and
Mathematics, the application can provide a solid foundation for understanding educational
concepts. The mathematical and scientific aspects can support students in learning to
approach topics in a deeper and more analytical way.
3. Interactivity and engagement: Technology can enable active student interaction with
educational content. Interactive elements, such as simulations, games, and hands-on
activities, can improve student engagement and facilitate a more practical understanding
of concepts.
4. Personalization and adaptability: Technology allows the personalization of content, which
is essential in inclusive education. The application must be designed with the ability to
adapt to the individual needs of each student [15].</p>
      <p>It is necessary to make certain modifications within the stages to achieve a good integration
of the approach and methodology used, based on both schemes (Figures 1 and 3):
• Define the challenge and Empathize: Start by clearly defining the challenge that the
application seeks to address. What problem is it trying to solve? What is the main purpose
of the application? Then, a solid empathy stage is performed, involving the future users of
the application, including those who may have disabilities or specific needs. Understand
their perspectives, challenges, and needs [4].
• Ideate and Design: In the ideation stage, a multidisciplinary team is assembled that
includes experts in Science, Technology, Engineering, Art, and Mathematics. Each
participant will bring important perspectives to the design process. encourage the team
to creatively come up with innovative ideas to address the primary and secondary
challenges that have been defined in advance. Combine artistic creativity with
mathematical logic and technological capabilities to design application concepts [16].
• Testing and prototyping: Develop utility models that contain STEAM features. This may
include incorporating visual components that are interesting, technology relationships
that are advanced, and math considerations that support usability. Conduct testing with
credible users, including those with disabilities, to get feedback and ensure that the
application is accessible and productive for all.
• Implement and Evaluate: Use engineering and technology skills to create the application
effectively and ensure that it adheres to quality parameters. Launch the application and
perform constant evaluations to determine its influence and quality in solving its assigned
problem [11].
• Improve and Iterate: Continue to improve the utility to make it even more useful and
simple.</p>
      <p>To perform the integration, it is possible to specify each STEAM approach at different stages
of the resulting methodology (Figure 5), although this is not an absolute projection, since
fragments of different approaches can be found in each of the methodology phases.</p>
      <p>Integrating the STEAM point of view into the Design Thinking methodology procedure can
lead to more substantial and creative solutions. This involves using art, science and mathematics
to achieve positive effects and using technology to make an object functional. Also, the empathetic
perspective ensures that the method is participatory and open to a range of users, including those
with disabilities.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Implementing the Design Thinking methodology with the STEAM approach in Virtual Reality application.</title>
      <p>In the following section, we outline the Design Thinking steps used during the development of
the application mentioned in this analysis. We describe the way in which technological tools can
support teaching projects that are conceived by teachers who consider the needs of students with
disabilities. Then, we defined the proximate requirements they must solve. Next, we established
tactics to achieve significant improvements and designed prototypes that worked in accordance
with the intended objectives. A complete investigation of these models is done. In addition, this
cycle-like procedure enables us to refine and perfect existing features as we go down new routes.</p>
      <sec id="sec-5-1">
        <title>5.1. First iteration</title>
      </sec>
      <sec id="sec-5-2">
        <title>5.1.1. Defining the challenge and empathizing</title>
        <p>In a meeting at the Attention Centers for Students with Disabilities (CAED) within CBTis 168
in Aguascalientes, links were established with two teachers and eighteen students, most of them
with mental disabilities. The purpose was to investigate the use of virtuality to support regular
educational activities. A collaborative network was created, in which the CAED teachers provided
the indications, and the specialists were responsible for ensuring that they were complied with.
The STEAM point of view was used to devise methods to adapt the activities to the students'
needs, highlighting the importance of incorporating motivational steps and discourses to
stimulate constant learning.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.1.2. Ideate and design</title>
        <p>Extensive research was carried out to find the feasible tools to use in virtuality and the
available equipment, being the selected option the Unity development engine due to its versatility
and the integration of the kit to work with XR. To gather requirements, we started by developing
a simple activity to highlight the opportunities and get a first interaction from the users so that
they become familiar with the technology. At this stage, we worked with the generation of ideas
and creative solutions.</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.1.3. Testing and Prototyping</title>
        <p>A program was developed using Unity to visually classify objects in a virtual environment. The
activity involves users interacting with colorful characters and placing them on corresponding
tables, thus encouraging experimentation, creativity and problem solving (see Figure 6). This
initial prototype does not include audio or text instructions.</p>
      </sec>
      <sec id="sec-5-5">
        <title>5.1.4. Implement and Evaluate</title>
        <p>Demonstrations were given to CAED teachers to highlight possible applications of these
techniques in their teaching strategies. Clearly, certain learning modules integrate more
effectively with these activities. Intuitive controls require minimal instruction and are easy for
teachers to operate in the first instance, which is known from teacher feedback.</p>
      </sec>
      <sec id="sec-5-6">
        <title>5.2. Second iteration</title>
      </sec>
      <sec id="sec-5-7">
        <title>5.2.1. Defining the challenge and empathizing</title>
        <p>Within CAED, teachers identified two modules: Mathematics and Representation of Natural
Systems (Module 8) and Calculus in Natural Phenomena and Social Processes (Module 15)
(Figure 3), as areas where students face significant challenges. We visited the modules, presented
the project, and sought student participation. Surveys were conducted to assess teachers' and
students' competencies in Information and Communication Technologies (ICT) and an empathy
map was created to understand students' needs and perspectives (Figure 7). Some lectures were
planned with the objective of making students aware of new trends in technology (Artificial
Intelligence, Extended Reality, Robotics, etc).</p>
        <p>To access the content of the proposed study modules, it is necessary to perform a search
directly on the CAED page [19], which shows a series of options to reach the material of interest;
a Concurrent Task Tree (CTT) was created to show the steps that need to be performed by users
who wish to access the content (Figure 8).</p>
        <p>The CTT mentioned (figure 8) is constituted as follows: as an abstract task you enter the main
page of CAED [25], it will direct you to the main menu where a list of options to which it is possible
to access is shown, in order to go to the section of the subjects it is necessary to enter the list with
the name "CAED" in which more options will be displayed, among them the one called study plan,
When selecting it, the user will be automatically redirected to the modular plan where it mentions
that it is made up of 22 modules, in addition, it will give the option to choose the area to be
searched (communication, mathematics, experimental sciences, social sciences and humanities),
selecting any of these, in the case of the example the area of mathematics was selected, after that,
it will enable the selection of the subjects/modules related to that field. When accessing each
subject individually, it will show a series of didactic materials, among which there are audio
books, Mexican Sign Language (LMS) glossaries, Braille printing and intellectual disability
booklets. Each of the accesses has its own support content to be able to carry out the activities to
be developed in the CAED classrooms.</p>
      </sec>
      <sec id="sec-5-8">
        <title>5.2.2. Ideating and Designing</title>
        <p>The students were asked to think and create drawings of characters that they would like to be
in the application, encouraging direct artistic participation in the development of the application.
The Blender modeling tool was chosen because it allows us to model the students' characters as
well as provide structure for their future animations.</p>
      </sec>
      <sec id="sec-5-9">
        <title>5.2.3. Testing and prototyping</title>
        <p>The first character was developed using Blender to test its ability to perform human
movements and exhibit natural behavior (Figure 9). The development of the character was
carried out without many complications, the structure and framework of the character behaves
mostly as planned. It highlights the experimentation and problem solving of the STEAM approach
by deciding to limit these movements until the desired results are obtained so that the final model
can be exported to Unity.</p>
      </sec>
      <sec id="sec-5-10">
        <title>5.2.4. Implement and Evaluate</title>
        <p>After the initial motion test, it was ensured that the character behaves as expected. However,
to ensure the desired performance, adjustments must be made to avoid excessive deformation in
the character movements. Technological application and artistic creative need are reflected at
this stage to achieve an efficient and realistic result.</p>
      </sec>
      <sec id="sec-5-11">
        <title>5.3. Third iteration</title>
      </sec>
      <sec id="sec-5-12">
        <title>5.3.1. Defining the challenge and empathizing</title>
        <p>Frustration is a common experience in CAED, especially for students with physical and mental
disabilities. It is crucial to address the challenges and find effective solutions to improve their
learning experience. To overcome the barriers of frustration, strategies incorporating modern
technology must be implemented to increase the concentration and motivation of students in
CAED. Attention to students' needs and the search for creative and technological solutions to
enhance their learning experiences, promoting interdisciplinarity and innovation within the
approach being pursued, is of utmost importance.</p>
        <p>Considering what was proposed in the previous stage, the team held a conference (Figure 10)
whose main topics were those mentioned in the previous iteration, the purpose is to familiarize
the students with the technologies they will be working on and to make them willing to
participate in the project.</p>
      </sec>
      <sec id="sec-5-13">
        <title>5.3.2. Ideate and Design</title>
        <p>One possible solution is to integrate pop-up windows into the application that display
motivational messages to help students stay calm and perform activities more efficiently, the
selected language was Spanish due to our main users are Mexican students. These messages
should also promote long-term learning beyond task completion (Figure 11).</p>
      </sec>
      <sec id="sec-5-14">
        <title>5.3.3. Testing and prototyping</title>
        <p>The pop-ups were created for students to understand that with patience and perseverance it
is possible to overcome most obstacles (Figure 11).</p>
      </sec>
      <sec id="sec-5-15">
        <title>5.3.4. Implement and Evaluate</title>
        <p>A group of students tested the functionality of the pop-up windows, and the results revealed
the challenges faced by visually impaired students who had difficulty identifying text within the
boxes.</p>
      </sec>
      <sec id="sec-5-16">
        <title>5.4. Fourth iteration</title>
      </sec>
      <sec id="sec-5-17">
        <title>5.4.1. Defining the challenge and empathizing</title>
        <p>The designers analyzed whether students had hearing problems that would prevent them
from following spoken instructions. Since no hearing issues were identified, consideration was
given to implementing an audio system in the application to address additional needs and
barriers, particularly for those students with visual impairments. The consideration of in-app
audio systems shows a focus on technology to address challenges and barriers.</p>
      </sec>
      <sec id="sec-5-18">
        <title>5.4.2. Ideating and Designing</title>
        <p>Using the Audacity audio recording and editing tool, a soundtrack is created for each
instruction in the app, giving each student the ability to perform activities in a virtual
environment in an accessible way. Within this stage, it is shown how technology is used to adapt
and make the application visible to all students, a situation that is essential for inclusion, showing,
in turn, a scientific approach when considering individual needs and addressing challenges in a
manner creative and effective.</p>
      </sec>
      <sec id="sec-5-19">
        <title>5.4.3. Testing and prototyping</title>
        <p>Visual icons are added so that students press only the box that can be seen and, in this way,
they are able to listen to the same instructions that are written, but in a narrated way (as shown
in figure 12).</p>
      </sec>
      <sec id="sec-5-20">
        <title>5.4.4. Implement and evaluate</title>
        <p>Sixteen students had the ability to continue with the activities and access the motivational
messages, which brought us closer to our goal; However, two students with severe visual
impairment could not even recognize the audio play icon, which prevented them from carrying
out any activity. It also demonstrates how constant evaluation is essential to adapt and improve
technological solutions, which is aligned with the STEAM approach of experimentation,
adaptation, and continuous improvement to address challenges.</p>
      </sec>
      <sec id="sec-5-21">
        <title>5.5. Fifth iteration</title>
      </sec>
      <sec id="sec-5-22">
        <title>5.5.1. Defining the challenge and empathizing</title>
      </sec>
      <sec id="sec-5-23">
        <title>5.5.2. Ideating and Designing</title>
        <p>To address the challenge of calculating volumes found within module 8 of the curriculum map
(figure 3), an appropriate activity that is accessible to all students was sought in collaboration
with teachers. Questions were selected that will help remember the formulas to calculate the
volume of familiar figures such as the sphere, the cube, the cylinder, the cone, and the prism. It
focuses on addressing mathematical and geometric challenges to promote active learning and
problem solving, topics that fall into our focus.</p>
        <p>To address this challenge, the application of a brief questionnaire that includes
threedimensional models along with the questions is proposed. This allows users to be guided both by
their memory and by a small real-time visual aid that they can analyze. With the use of
threedimensional elements, artistic visual understanding and practical application of scientific
knowledge are encouraged.</p>
      </sec>
      <sec id="sec-5-24">
        <title>5.5.3. Testing and prototyping</title>
        <p>An environment identical to that of the previous activity was generated, the difference is that
it includes new and different elements, having a text box with selectable buttons where a
questionnaire related to the selection of formulas for calculating the volume of several
threedimensional figures is displayed. (figure 13). Creativity and consideration of how different
activities can coexist seamlessly is encouraged by managing two distinct environments that can
be accessed from the main menu.</p>
      </sec>
      <sec id="sec-5-25">
        <title>5.5.4. Implement and evaluate</title>
        <p>Students memorize through trial and error, competing to see who can solve the problem in the
shortest time and with the fewest errors. The activity was error-free and student feedback
sparked the idea of adding a ranking mode to create healthy and educational competitions. A
collaboration is reflected within the scientific and technological approach.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Results</title>
      <p>The results of this study highlight the far-reaching impact of the application of virtual reality,
which is the result of the synergy between the methods of the STEAM approach and the design
thinking methodology in inclusive education. As the development process takes place, the
application continues to improve and increase its content, thanks to the valuable knowledge
provided by students and educators who actively participate in this transformative process.</p>
      <p>The deployment of the prototype produced inspiring feedback that showed greater motivation
on the part of the students to participate in the VR activities implemented in the application, a
situation that led to higher levels of commitment in the study of some subjects related to the
applied technologies.</p>
      <p>The accessibility of technological educational content, as highlighted in the study, has opened
a world of immersive, interactive, and customizable learning experiences. The iterative
development process, guided by continuous communication with users and their teachers,
ensures a tailored approach that directly addresses the immediate needs of each student. In
conclusion, the adaptation of the methodology and approach proves successful in creating an
inclusive education support application, ultimately focusing on providing direct support aligned
with the learners' specific needs.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions and future works</title>
      <p>The use of methodologies focused on understanding the needs of users first-hand with them is
efficient within the development of most of the applications analyzed, this impact is even greater
if technologies focused on inclusion are discussed, even more so in terms of inclusive education
since they allow achieving adequate assertiveness when covering what is necessary to overcome
the barriers that occur individually in the target users.</p>
      <p>Speaking specifically about the design thinking methodology, although it has not yet been
proven through certified methods, we can consider that it is suitable for carrying out this work
specifically (although there could be many others that correctly adapt to the needs of the project),
since the stages of empathizing and carrying out tests are repeated as many times as necessary
to achieve significant progress and focused on gradually solving each of the barriers that the
students have, initially the barriers regarding the use of emerging technologies through
modifications and sessions training and subsequently addressing learning barriers directly.</p>
      <p>The modifications made to the methodology to be able to focus more on the STEAM approach
can always be improved and adapted depending on the context in which the project is located,
the fusion of the new stages presented in this project makes the approach itself more
understandable and can identify in a better and simpler way in which stage each area of the
mentioned approach is most concentrated, although it is important to mention again that these
areas, even if they are more present in specific stages, can be presented implicitly or explicitly at
any time during both the development of the application as well as the content as such.</p>
      <p>As future work, it is proposed to continue iterating to be able to implement more content from
the modules worked on so far from the CAED curricular map (figure 3), as well as seeking to
implement activities from some other subjects. More sessions were held with the institution's
teachers. with which we are collaborating, and it was agreed to begin looking for strategies to
implement in communication areas, it is also expected to obtain statistical data that guarantees
that the work carried out had benefits through methods of obtaining certified data.</p>
    </sec>
    <sec id="sec-8">
      <title>Aknowledgements References</title>
      <p>This work is possible thanks to the support provided by the "National Council of Humanities,
Science and Technology" (CONAHCYT) under the number of CVU 1198948, in addition to the
collaborative work carried out together with the CAED CBTis 168 and the Autonomous University
of Aguascalientes.
[3] Medina, B. A. Formación integral, inclusión educativa y responsabilidad social. DOCERE
(2019). 33-36.
[4] Brown, T. Design thinking. Harvard Business Review, 86(6), 2008: 84-92. DOI:
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Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary
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[7] Di-Cristo, V.; Bonilla Cerón, J. C. LA IMPORTANCIA DEL USO DE APLICACIONES
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[11] Latorre-Cosculluela, C., Vázquez-Toledo, S., Rodríguez-Martínez, A., &amp; Liesa-Orús, M. Design
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[12] Dirección General del Bachillerato de la Secretaría de Educación Pública. Mapa curricular</p>
      <p>Centros de Atención Para Estudiantes con Discapacidad Información para auxiliares (2014).
[13] Interaction Design Foundation. Obtenido de What is Design Thinking? Interaction Design
Foundation, diccionario en línea, 2022. URL:
https://www.interactiondesign.org/literature/topics/design-thinking.
[14] Karl S. The Design Thinking Process – How does it work? MAQE, blog informative, 2020. URL:
https://www.maqe.com/insight/the-design-thinking-process-how-does-it-work/
[15] Recla, &amp; Recla. El aula digital: las asombrosas ventajas de la tecnología en la educación.</p>
      <p>RECLA, blog informativo, 2023. URL:
https://recla.org/blog/ventajas-de-la-tecnologia-en-laeducacion/
[16] Pérez, A. 3 tipos de equipos de trabajo y un proyecto. OBS Business School, blog informative,
2021. URL:
https://www.obsbusiness.school/blog/3-tipos-de-equipos-de-trabajo-y-unproyecto
[17] Martinez, M. Á. V. (s. f.). Desbloquea tu potencial: ¡Aprendiendo con Steam!, publicación en
red social, 2023. URL: es.linkedin.com.
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[18] Educación STEAM – Domingo Sánchez 3D. (s. f.-b). blog informativo, 2020. URL:
https://domingosanchez3d.es/educacion-steam/
[19] Secretaría de Educación Pública, sitio web oficial del CAED, 2023. URL:
https://caed.sep.gob.mx/
[20] Tinkercad. Tinkercad | Create 3D digital designs with online CAD, 2023. URL:
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https://caed.sep.gob.mx/</p>
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