“…[37], [38], [39], [40] Likewise, social networks can be used as a learning platform, for example, the use of a social network such as Facebook Gaming (FBG) was a change very accepted by students since it is not only a known platform but also allows live interaction, changing the approach to the use of social networks [28], similarly, mobile technology helped to enhance academic performance in different educational institutions in the world, being a learning tool that improves skills and academic results; such as the development of the IMELS Android application, using MySql and the Java programming language, added to this the implementation of Moodle (web learning platform) [20], thus allowing free access at any time and place, see Figure 11. It is demonstrated that its implementation contributes to inclusive education through a specific game for children with dyslexia called FORDYS-VAR [13] Figure 12 although it is in the beta phase, detecting errors to solve them, and children with dyslexia has no complications in understanding the game, they managed to obtain an influence and understanding of the high impact on these children. As a result, it shows that Virtual Reality technology for the education of children with dyslexia can be effective and easy to use.…”