Transformation of Learning Mathematics in the World of Extended Reality

This educational media project, titled Transformation of Mathematics Learning through eXtended Reality (XR) in Primary School, was created to address the learning difficulties in mathematics that students often face. It aims to make mathematics more engaging and understandable by integrating AR and VR technologies into teaching.

The specific learning objectives were to improve understanding and skills in mathematics. This includes better communication of word problems, specifically in addition and subtraction up to 1000, and making learning more interactive and comprehensive.

Students were expected to achieve better learning outcomes by engaging with the content in a novel and interactive way. This approach, 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 outcomes in mathematics and generate a greater interest in the subject. The relationship between media and the learning context is exemplified by the use of XR technologies. These technologies create immersive learning experiences that make mathematics more accessible and engaging for students, thereby providing benefits where traditional methods are less effective.

Digital learning content can be accessed in three ways, regardless of the hardware used by students:

For the implementation of XR activities, you can use one VR HMD set and five devices (mobile phones and tablet) with the CoSpaces Edu app installed. In the implementation of AR activities, students work in groups of 4 students at 5 workstations, each containing one smartphone/tablet with AR CoSpaces Edu installed and launched AR. The AR activity was designed as a virtual House of Hidden Mathematics containing various objects.

 Various objects, animated to simulate everyday household activities, are featured throughout the house. At the entrance, students are greeted by a virtual character, a girl who provides instructions for the activity. Within the house, certain objects conceal mathematical problems, specifically four word problems.

If you have only one VR HMD set to implement this project, you can design activities to ensure that all students have the opportunity to use it without others idly waiting in line. Set up one VR station with the HMD set in the classroom. At this station, students can explore a virtual space where, among the objects, only one mathematical problem is hidden.

When a student finds the math problem, he or she solves it on paper (the problem is previously written out and prepared for each student) and then enters 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 is 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.