Touch mathematics in virtual reality

29 July 2024

Educational project

Touch mathematics in virtual reality

The project will make use of the recent developments in cognitive and educational science based on interaction through motor action and sensual perception to enhance learning of abstract concepts in topology and geometry.

Background information

Mathematics is commonly seen as an abstract domain presented in formal definitions and symbolic notations. In practice, this leads to disengagement of many students, even among those who choose to study bachelor courses in mathematics. To alleviate this effect, mathematicians routinely use two dimensional images and physical models.

Aims

The goal of this project is to develop virtual reality (VR) applications for interactive learning of hard topics in mathematics and the related lesson plans for their use in a classroom.

Project description

In this project, we will design and test VR applications that:
A) Visualize 3D forms (using VR goggles)
B) Allow to actively construct and interact with them (using controllers)
C) Give feedback (via haptic, changing colors, providing sound)

The student will then have to solve a problem of mathematical nature solely by interacting with the virtual object and receiving feedback. Learning sessions with VR will be tested in the mathematics bachelor’s program, in two configurations: 1) as a special activity at the end of the course directed toward knowledge consolidation and 2) as an
activity for discovering principles prior to theory. We will then assess the contribution to students’ conceptual understanding and engagement

Results

We develop VR applications that will be freely available online for noncommercial use at UU and other organizations; Additionally, we will develop a lesson plan for using these applications in a classroom with a format of small-groups
collaborative work. The applications will deepen students’ understanding of the target topics, increase their engagement at the lessons, and consolidate knowledge in an alternative to direct instruction setting.

A secondary outcome will be an educational research conference or journal publication with reflection on the design. heuristics.

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