Transformation of Learning Mathematics in the World of Extended Reality

This educational media, a transformation of mathematics learning through eXtended Reality (XR) in primary school project was created to address learning difficulties in mathematics perceived by students. It aimed to make mathematics more engaging and understandable by integrating AR and VR technologies into teaching. 

The particular learning objectives were to improve understanding and skills in mathematics, specifically in addition and subtraction up to 1000, by making learning more interactive and immersive

Students were expected to achieve better learning outcomes by engaging with the content in a novel and interactive way, which, in turn, would help teachers teach more effectively by providing them with innovative tools. The pedagogical aims included enhancing students' engagement, improving their mathematical skills, and making learning more enjoyable

The project hoped to accomplish improved student outcomes in mathematics and a greater interest in the subject. The relationship between media and the learning context is exemplified by the use of XR technologies to create immersive learning experiences, making mathematics more accessible and engaging for students, thereby benefiting from the media when and where traditional methods were less effective.

For the implementation of XR activities, we had one VR HMD set and 5 devices (mobile phones and tablet) with the CoSpaces Edu app installed were available. In the implementation of AR activities, students worked in groups of 4 at 5 workstations, each containing one smart device on which the AR CoSpaces Edu activity had been previously launched. The AR activity was designed as a virtual House of Hidden Mathematics containing various objects.

 Certain objects are animated and simulate the everyday life of the household. At the entrance to the house, students are greeted by a character of a girl who gives them instructions for the activity. Some objects within the virtual house hide mathematical problems (a total of 4 word problems). 

Given the availability of only one VR HMD set we had when implementing this project, and to ensure all students had the opportunity to use the VR HMD set,  avoiding others idly waiting in line, activities were designed so that one VR station with the HMD set would be set up in the classroom. Through this station, students would explore a virtual space where, among the objects, only one mathematical problem was hidden. 

When a student finds the problem, they solve it on paper (the problem was previously written out and prepared for each student) and then enter the result into the Genially app to check the accuracy of the solution. Students take turns at the VR station (the order is randomly selected) and on average, spend between 2-5 minutes on the activity at the VR station (considering cybersickness caused by VR). The activity at this station was presented to the students as an opportunity to earn additional points for their team, if they correctly solve the given problem.

Learning scenario and all necessary materials are freely available on this link.