See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/327479013 A Virtual Reality Application for Primary School Mathematics Class Conference Paper · July 2018 DOI: 10.1109/ISET.2018.00038 CITATIONS READS 4 511 3 authors, including: Ruixue Liu Chu Liu East China Normal University East China Normal University 6 PUBLICATIONS 48 CITATIONS 1 PUBLICATION 4 CITATIONS SEE PROFILE All content following this page was uploaded by Ruixue Liu on 29 April 2019. The user has requested enhancement of the downloaded file. SEE PROFILE A Virtual Reality Application For Primary School Mathematics Class Ruixue Liu1, Chu Liu2, Youqun Ren3 1,2 Department 3 of Education Information Technology Institute of Curriculum and Instruction East China Normal University Shanghai, China isnow0211@163.com, stellalc@126.com, yqren@admin.ecnu.edu.cn Abstract—As one of the latest innovations in recent years, virtual reality (VR) opens new horizons for basic education areas. It provides learners opportunities to immerse themselves in visualized learning scenes and to interact with learning materials that distance, time, or safety factors make unavailable. In order to further promote the integration of novel information technology and primary mathematics education. A practical VR course was proposed with a focus on the magic Mobius strip for primary students. A detailed teaching procedure was also provided to describe how to appropriately use VR technology to support the learning experience. This study could provide teachers and educational researchers with teaching instruction ways of integrating VR technology into primary mathematics class. Keywords—virtual reality, education, primary class mathematics education, VR I. INTRODUCTION Virtual reality (VR) is understood as the use of 3D graphics systems in combination with various interface devices to provide the effect of immersion in an interactive virtual environment [1]. According to Burdea and Coiffet [2], VR has three most important properties: immersion, interaction, and imagination. VR is realized through multiple input and output devices, which enable bidirectional information flow between the user and the virtual world [3]. In general, VRs are used as learning environments in which learners can interact with others while carrying out a set of tasks [4]. The VR environment also provides authentic contexts in which users form and share virtual assets and develop their scope of learning [5]. VR has brought about numerous learning opportunities and will promisingly continue to offer many opportunities in the future [6]. However, the practical potential of VR technology to support students’ learning experience in primary mathematics courses presents a challenge for teachers and educational researchers. To meet the challenge of experience-oriented VR courses, we designed a practical application for primary students with a focus on experimental learning by using VR technology. It provides teachers and educational researchers with tools to integrate VR technology into primary school mathematics courses. II. RELATED WORK The use of VR in diverse fields in recent years has become more commonplace. A large body of studies has used VR in various areas, including construction management [7], military training [8], journalism [9], Geography [10], and weld training as a way to engage and stimulate students, decrease time to achieve skill mastery, cut down material usage, and improve final performance outcomes. Recently, A number of studies find its potential for mathematics and geometry education. Hannes et al discussed the application of construct 3D (a threedimensional geometric construction tool based on the collaborative augmented reality system) in mathematics and geometry learning at high school as well as university level. Results show that the use of Construct 3D is easy to learn and encourages experimentation with geometric constructions [11]. They also presented a system that uses collaborative augmented reality as a medium for teaching and uses 3D dynamic geometry to facilitate mathematics and geometry education in high school [12]. Yeh designed a prototype VR learning environment (VRLE) named VR Math for learning 3D geometry. The VR interface provides visual and continuous representations of 3D geometry [13]. In order to make concepts visually well demonstrated and robust, better visualization, Werner-Stark created models to assist analysis and understand the concepts and problems of mathematics and the concepts and processes of physics [14]. Besides, there are also some researchers focus on integrating VR tithe concept of learning object into the mathematics education to improve students’ performance [15]. Judging from the current situation above mentioned, most researchers explored VR application in education and teaching. The research objects mainly focus on vocational education, adult continuing education and higher education. Indeed, VR technology is one of the important tools which provides a good reference to our research. This paper presents a practical VR application for primary school mathematics class. A typical case on how to integrate VR technology into primary class in an immersive learning setting is contributed. We expect to enrich VR teaching application in primary field by exploring the existing application cases of VR teaching. Effectively promote the in-depth integration of information technology application and basic education, and explore new VR teaching models in future. III. METHODOLOGY A. Participants The participants were selected randomly from a primary school in China. Including 32 students aged 10-12 years. Traditional Mobius course is novel for teachers and unfamiliar for students. Besides, students at this stage have a strong curiosity about things around them. They both have strong hands-on and practical application skills. Math is a rigorous course and difficult for sixth-grade students in learning abstract materials. Some students even lose interest, confidence, and courage in learning process. Consider these questions, we try to provide students’ more real and practical learning experience and enjoyment in mathematics class with the help of VR technology. application in primary school classes since 2016), who developed K-12 courses which based on different disciplines. It was conducted in summer of 2017 at a primary school in China. The students who participated in VR course were first told about the basic knowledge of VR technology. Then teacher provided students with instructions on VR skills before class. Figure 2 outlines the detailed teaching process of VR course. Including watches videos and introduces the topic, practice and experience, practical application and summary. Each stage has a different objective. B. Instrumentation In order to achieve the teaching goal, the course utilizes VR glasses to visualize teaching materials. A class based on immersive VR technology was established (see Fig. 1). Which includes whiteboard, iPad control system, audio, and VR glasses embedded IES (Immersive Education System, Integration of education courseware, and cloud storage for education resources). Establishing a wireless LAN for teaching materials connection. In class, teacher supervised learning materials displayed in VR glasses. Such as guide students into the specified scenario, set a blank screen and monitors the range of learning attention. The VR class also can adjust the number of VR glasses through the class size and the number of participants. Fig. 2. Procedure The concrete teaching contents and the process of VR course are as follows (seen Fig. 2) : 1) Watches videos and introduces the topic. The VR course began with the warm-up activities to make sure stimulate learning interest. Then introduced the VR course. The magic Mobius strip was carried out by videos. Students were asked to watch videos about the Mobius strip model exhibited in the China Science and Technology Museum through VR glasses. Then share and communicate with peers on the following questions: a) Who invented the Mobius strip? b) Why does the car not fall off while moving on the Mobius strip? Fig. 1. A Class based on VR technology C. Procedure The mathematics VR course called the magic Mobius strip. The magic Mobius strip was chosen from research team (The VR Laboratory of Beijing University of Science and Technology, which has engaged in researching VR class c) What’s the advantages of using Mobius strip in real life? 2) Practice and experience. Students mastered the basic knowledge and made the Mobius strip by themselves with the help of an instructor. In order to in-depth experiences the Mobius strip features, students use VR glasses to experience the feeling of crawling on Mobius strip as an ant. They observe the motion curves of the ant which walking on a 360degree regular circle in VR glasses. The first VR scene is a piece of paper ring. Its front and back colors are red and green respectively. Connects the two ends of paper and it becomes an ordinary paper ring and an ant crawls on the middle position. There will be a row of small footprints after climbing ( see Fig. 3 ). Empowering a friendly learning environment for students and raising their learning interest and motivation. As for teaching, VR courses breaks through the limitations of time and space, extends the scope of teaching materials. However, some difficulties still exist in VR teaching. For example, the insufficiency teaching resources, not enough expert’s effective guidance in course development, less active interaction among students. Fig. 3. The first VR scene Fig. 5. The third VR scene V. DISCUSSION AND CONCLUSION Fig. 4. The second VR scene Figure 4 presents the second VR scene. The front and back colors of paper ring are red and green respectively. Rotates the paper ring 180 degrees and close to the ends of paper ring. Then it becomes a Mobius ring. An ant crawls on the middle position. There will be a row of small footprints after climbing. 3) Practice application. Figure 5 presents the third VR scene. Students use VR glasses to watch the virtual Science and Technology Museum model. There are trees and lights roadside in model. They departure from home by car and drive to the gas station for refueling. Then continue to move forward and have a car washing. After car washing, continue to go home. IV. RESULTS We carried out an interview with teachers and inquired about the teaching effect about intergration of VR technology into the primary school classes. The results showed that mathematics VR course enhanced the student’s learning experience. This paper created a mathematics VR course and presented the teaching procedure in the context of VR technology in primary education. The results showed that VR technology has certain advantages in mathematics education. VR provides functions that cannot be compared to traditional teaching methods. It breaks the limitation of time and space, which helps to extend the range of teaching and improve the teaching quality. Besides, VR can be applied in many areas for supporting teaching. The macrocosm (e.g. the cosmic sky, the mountains, and rivers); microworld (e.g. as molecules, atomic structures). Some historical events that have occurred in the past (e.g. the destruction of the Summer Palace) et al. One of its unique benefits is the ability to enhance students’ understanding of abstract concepts. For example, wander in space to observe the planetary motion, back to the prehistoric times to visit cultural sites, dive into the deep sea to experience sea tripping. You can also explore the structure of the molecular atom, do dangerous chemical experiments in the virtual laboratory. These types of activities supported by VR technology facilitate students’ learning thinking, and ability of grasping and generating new knowledge process. This preliminary study qualitatively explored students’ perception and showed that the application offers great potential. However, further analysis is needed to understand the application’s influence on other important variables, including students’ motivation, achievement, and transfer of knowledge to another discipline. Besides, the research will continue to conduct a follow-up interview and supplement some qualitative data to describe the students’ and teachers’ impressions of their experience when using VR glasses. ACKNOWLEDGMENT The research is granted by the 13th Five-Year education research planning of the Chinese society education: Research on school’s experience course construction and pedagogical reform supported by immersive VR teaching technology (Project No. 1601100651B-127) and subproject of special issue of National education information technology research for 2016: Student-centered pedagogical case study supported by information technology ( Project No. 161833696 ) . [7] [8] [9] [10] [11] REFERENCES [1] [2] [3] [4] [5] [6] Z. Pan, A.D. Cheok, H. Yang, J. Zhu, and J. Shi, “Virtual reality and mixed reality for virtual learning environments,” Computers &Graphics, vol. 30, pp. 20–28, February 2006. G. Burdea, and P. Coiffet, “Virtual Reality Technology,” Presence: Teleoperators and virtual environments, vol. 12, pp. 663-664, 2003. P. Häfner, V. Häfner, and J. 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