From Abstract to Tangible: Leveraging Virtual Reality for Playful Math Education
Abstract
1. Conceptual Background
1.1. Mathematics Learning in Virtual Reality
1.2. Embodied Learning in Mathematics
1.3. Playful Mathematics
1.4. Playful Learning in Geometry
1.5. Research Purpose and Questions
- What kinds of mathematical play do middle school students and tutors generate in a VR math tutoring environment?
- What kinds of general play do middle school students and tutors generate in a VR math tutoring environment?
- What are the kinds of interactions and situations that lead to mathematical play taking place?
2. Methodology
2.1. Participants and Tutors
2.2. Description of Environment and Activities
2.3. Research Design
2.4. Data Analysis
3. Results
3.1. Instances of Mathematical Play
3.2. Instances of General Play
3.3. Multimodal Analysis of Mathematical Play: Rotation and Reflection (Teacher-Directed)
- Jandy: Simon says rotate your body 90 degrees clockwise.[Dio and GE007 spin in opposite directions, GE007 spins fully around.]
- DIO: Oh, clockwise? I think it’s; I think it’s… [GE007 spins fully around in clockwise direction.]
- Jandy: Yeah, you did it, okay good job Cherry. Simon says move your body 90 degrees counterclockwise. [Dio spins counterclockwise, GE007 clockwise.] I think you moved… I think you moved… Seven, I think you moved clockwise. I think you moved clockwise. [Jandy points and make spinning gesture with hand.]
- GE007: Seven, where are you going to go? Where are you going to go?
- DIO: Oh, wait.
- Jandy: Yeah, because you should’ve come back to the position where you originally started.
- DIO: Oh, because I turned this, and then I, oh dang it. How do I keep doing this? [motions in different directions with both hands, pointing fingers]
- Jandy: That’s why I wanted to explain a little bit the context of clockwise and counterclockwise as well perspective, because we’re all, you know, looking at different places. So, we should always be in the same spot.
- Tiger: Ok oh wait. Wait, right there. [manipulates top vertex of quadrilateral]
- Cat: Looks like a mirror, looks like a mirror. [manipulates side vertex][Jo approaches quadrilateral and looks up and down at it.][Tiger raises both hands above head, mimicking looking in a mirror.]
- Norbert: Looks like a mirror. Alright, ready?
- Tiger: I’m your mirror, oh my God![Jo pats flat hands on mirror, pretending it is tangible.][Norbert playfully mirrors patting gesture from other side.][Jo goes through the mirror and laughs.]
- Norbert: Here let’s…
- Tiger: Get over there.
- Norbert: Alright, so Tiger let’s pretend this is a mirror.If I raise up this hand, [raises right hand] which hand are you gonna raise up?
- Tiger: This one? [raises both hands, and then only right hand]
- Norbert: If I raise this hand [raises left hand], which hand are you gonna raise up?
- Tiger: This one? [raises left briefly, then right hand]
- Norbert: So, not that hand. You’re gonna raise up your left hand, right?[Tiger raises left hand][camera pans to show Jo raising left hand, beside Tiger]That’s your left hand, perfect, because it is a reflection.It’s a reflection, right? Mirrors reflect.
3.4. Multimodal Analysis of Mathematical Play: Building 3D Shapes (Collaborative)
- Cat: Que quieres hacer Tiger? [hands positioned to indicate blocks]
- Tiger: Una pirámide.
- Cat: How are you gonna do that if there’s only squares? [places block on level two of shape]
- Norbert: Yeah?
- Cat: You need a triangle. [places block on level two of shape]
- Tiger: No, you don’t.
- Norbert: What do you think? Can we build a… can you build a pyramid? That’s what it means, right? What did you say? [beat gesture] What? Como se dice pyramid en español?
- Cat: Una pirámide. [places block on level two of shape]
- Norbert: Ah, pirámide.
- Dio: Wow wow. [Dio spins the dinosaur.]
- Jandy: Wait wait hold on [flat hand stopping gesture] Dio. Dio lets have [GE007] explore it. [Dio lets go of dinosaur] Okay [GE007] now you can rotate it… There you go.[GE007 spins dinosaur]
- Dio: Rawr… oh no! [playfully punches in the air, pretending to fight dinosaur]
- Jandy: Is that what you expecting when rotating?
- Dio: Yep. [totally expected] [continues to spin dinosaur]
- GE007: [Mhm]
- Jandy: What would be our axis of rotate? I mean our center of rotation here?
- Dio: The two squares. [spins dinosaur fast and then slow]
- GE007: Wow.
- Jandy: The two squares?
- Dio: Rawr.
- Dio: Would it be the nose? [Dio points to position on dinosaur, and then manipulates blocks in that position.]
- Jandy: ‘Cause everything is moving around the tail [makes circular gesture in air], the tail.Like the tail just stays in the same location. [points to tail]
- GE007: Yeah. Yeah. And everything is going to move around the center of rotation.
- Dio: Oh my God. [continues to manipulate blocks]
- Jandy: We have a dancing dinosaur. [GE007 spins dinosaur]
- Jandy: Lets name it.
- GE007: Rexy.
3.5. Multimodal Analysis of General Play: Climbing a Tree (Student-Initiated)
- GE007: I’m going to try to climb a tree.
- Jandy: I’m glad. You can still climb trees?
- GE007: Uh-huh.
- Jandy: Huh. Really? The bug was fixed!
- GE007: Dunno. See, look, and then this other thing you can step on right here. See.
- Jandy: Huh. I’m seeing, I’m seeing. Oh, they can. Okay. Okay, he’s able to come back.
3.6. Multimodal Analysis of General Play: Competitive Racing (Teacher-Initiated)
- Jandy: All ready? Yeah, you remember we do our daily race? So, I’m going to start with it and I’m going to finish with it.
- Jandy: Okay. Oh no, one time. You must’ve started glitching. Okay, there you go. Yeah.
- Jandy: Ready? Remember, don’t run in real life. Ready?
- Penguin: Yeah.[Student and tutor teleport across the room.]
- Jandy: Oh, you won. By a little bit. By your head. It’s fine. I’m a fair loser.
3.7. What Led to the Initiation of Mathematical Play?
4. Discussion and Significance
Type of Play | Definition | Example from Study | Pedagogical Implications |
---|---|---|---|
Mathematical play: teacher-directed | The tutor initiates play linked to specific math concepts or goals. | “Simon Says” rotations to embody clockwise and counterclockwise turns | Grounds abstract concepts in embodied actions; surfaces misconceptions for immediate correction; promotes geometric reasoning habits such as investigating invariants |
Mathematical play: collaborative | The students and tutors jointly create mathematically relevant play scenarios. | Building 3D shapes from cubes to explore the feasibility of constructing a pyramid | Encourages hypothesis testing, collaborative problem-solving, and reflection; reinforces mathematical vocabulary in context |
Mathematical play: student-initiated | The students initiate play that becomes connected to math concepts through tutor scaffolding. | Spinning “Rexy” the dinosaur while discussing center of rotation | Leverages student curiosity; provides authentic entry points for introducing or reinforcing mathematical terminology and ideas |
General play: teacher-initiated | The tutor introduces non-mathematical play to build rapport or practice VR skills. | Teleportation races at session start | Increases engagement and familiarity with environment; can be adapted into math-related tasks |
General play: student-initiated | The students engage in free-form, non-mathematical play. | Exploiting VR “bug” to climb a tree | Offers opportunities to transition into math discussions (e.g., perspectives, spatial reasoning); supports social connection and motivation |
4.1. RQ1: What Kinds of Mathematical Play Do Middle School Students and Tutors Generate in a VR Math Tutoring Environment?
4.2. RQ2: What Kinds of General Play Do Middle School Students and Tutors Generate in a VR Math Tutoring Environment?
4.3. RQ3: What Are the Kinds of Interactions and Situations That Lead to Mathematical Play Taking Place?
4.4. Implications
4.5. Limitations and Future Directions
4.6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
7th Grade Activities | Simulations Used | Description of Activity | Connection to Epistemology of Geometry Learning |
---|---|---|---|
Session 1: Triangles | Triangle (Figure 1a) | Students use informal language to describe what they see, use gestures to represent the shape, manipulate the triangle, and answer conjectures based on what they see during their manipulations (e.g., the relationship between the height of a triangle and the base of a triangle). |
|
Session 2: Parallelograms | Parallelogram (Figure 1b) | Students use informal language to describe what they see, use gestures to represent the shape, manipulate the parallelogram, and answer conjectures based on what they see during their manipulations (e.g., the relationship between the height of a parallelogram and the base of a parallelogram). | |
Session 3: Prisms | Prism (Figure 1c) | Students manipulate rectangular and triangular prisms to conduct a set of tasks including developing gestures to explain ideas about each figure, answering questions and talking through what they see, and practicing new vocabulary and experiences. Terms like “rectangular prism,” “triangular prism,” “vertex,” “face,” “edge,” “base,” “height,” and “surface area” were used. |
|
Session 4: Pyramids and Cones | Pyramid/cone (Figure 1d) | Students manipulate rectangular and triangular pyramids as well as a cone and are asked to use mathematical language to explain what they see. Students are then asked a series of questions regarding the number of faces, vertices, and edges. The tutor can change the shape by opening it into a net, and the students are asked another series of questions regarding the surface area and volume of the cones. Terms like “rectangular pyramid,” “triangular pyramid,” “vertex,” “face,” “edge,” “apex,” “surface area,” and “volume” were used. Terms like “cone,” “vertices,” “base,” and “height” were used. | |
Session 5: 3D Shape Exploration | 3D shape exploration (Figure 1e) | Students explore triangular and rectangular prisms and pyramids changing their height and size. They are asked a series of questions comparing and contrasting results as they manipulate and slice the shapes with a plane. Terms like “prism,” “pyramid,” “base,” “height,” “cross-sections,” and “plane” were used. |
|
Session 6: Volume with Cubes | Volume with cubes (Figure 1e) | Students were able to manipulate snap cubes, or cubes that snap together to make bigger shapes. They worked with the tutor to create bigger shapes and answer questions about the cube and what they created with them. Terms like “area” and “volume” were used. |
|
Session 7: Surface Area and Volume | Surface area and volume of 3D shapes (Figure 1f) | Students were able to view either triangular or rectangular prisms and pyramids, manipulate the size of each shape, and observe the changing calculations of surface area and volume. |
|
8th-Grade Activities | Simulations Used | Description of Activity | |
Session 1: Translations | Translations (Figure 2a) | Using a triangle, students explore the idea of translation, congruence and vectors while manipulating the triangle on a three-dimensional grid. They are then provided a series of challenges and asked to describe and create gestures about what they are seeing. Terms like “translation,” “congruence,” “vectors,” and “vertices” were used. |
|
Session 2: Reflections | Reflections (Figure 2b) | Using a triangle, students manipulated the shape and were asked a series of questions around the topic of reflections. They were asked to make predictions about what they thought would happen prior to moving the shape. Terms like “reflection,” “congruence,” “coordinates,” and “vertices” were used. |
|
Session 3: Rotations | Rotations (Figure 2c) | Using a triangle, students manipulated the shape and were asked a series of questions around the topic of reflections. They were asked to make predictions about what they thought would happen prior to moving the shape. Terms such as “rotation,” “congruence,” and “center of rotation” were used. |
|
Session 4: Dilations | Dilations (Figure 2d) | Students manipulated a triangle by moving the center of dilation and setting the scale at which the triangle was dilated. Students were able to predict the final form of the triangle after a dilation by setting three points on the Cartesian grid where they believed the triangle would dilate to. |
|
Session 5/6: Transformations With and Without a Grid | Transformations with and without grid (Figure 2g,h) | Students were presented with a variety of shapes and observed a series of transformations with and without a grid. Students were asked to describe the transformations with gestures and terms like “rigid transformation,” “clockwise,” and “counterclockwise.” |
|
Session 6/7: Dilations With and Without a Grid | Dilations with and without grid (Figure 2e,f) | Students were presented with a variety of shapes and observed a series of dilations, with and without a grid. Students were asked to describe the dilations with gestures and terms like “scale factor” and “center of dilation.” |
|
References
- Abrahamson, D., & Sánchez-García, R. (2016). Learning is moving in new ways: The ecological dynamics of mathematics education. Journal of the Learning Sciences, 25(2), 203–239. [Google Scholar] [CrossRef]
- Ahmad, N., & Junaini, S. (2020). Augmented reality for learning mathematics: A systematic literature review. International Journal of Emerging Technologies in Learning (iJET), 15(16), 106–122. [Google Scholar] [CrossRef]
- Alibali, M. W., & Nathan, M. J. (2012). Embodiment in mathematics teaching and learning: Evidence from learners’ and teachers’ gestures. Journal of the Learning Sciences, 21(2), 247–286. [Google Scholar] [CrossRef]
- Arzarello, F., Paola, D., Robutti, O., & Sabena, C. (2009). Gestures as semiotic resources in the mathematics classroom. Educational Studies in Mathematics, 70, 97–109. [Google Scholar] [CrossRef]
- Barsalou, L. W. (2008). Grounded cognition. Annual Review of Psychology, 59, 617–645. [Google Scholar] [CrossRef] [PubMed]
- Bastani, H., Bastani, O., Sungu, A., Ge, H., Kabakcı, O., & Mariman, R. (2024). Generative AI can harm learning. SSRN. [Google Scholar] [CrossRef]
- Berkman, M. I., & Akan, E. (2024). Presence and immersion in virtual reality. In Encyclopedia of computer graphics and games (pp. 1461–1470). Springer International Publishing. [Google Scholar]
- Bock, C., & Dimmel, J. (2021). Dynamic spatial diagrams and solid geometric figures. In 2021 North American chapter of the international group for the psychology of mathematics education conference, Philadelphia, PA, USA, October 14–17. North American Chapter of the International Group for the Psychology of Mathematics Education. [Google Scholar]
- Bujak, K. R., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536–544. [Google Scholar] [CrossRef]
- Clements, D. H. (2003). Teaching and learning geometry. In A research companion to principles and standards for school mathematics (pp. 151–178). National Council of Teachers of Mathematics. [Google Scholar]
- Dimmel, J., Pandiscio, E., & Bock, C. (2021). The geometry of movement: Encounters with spatial inscriptions for making and exploring mathematical figures. Digital Experiences in Mathematics Education, 7(1), 122–148. [Google Scholar] [CrossRef]
- Driscoll, M. J., DiMatteo, R. W., Nikula, J., & Egan, M. (2007). Fostering geometric thinking: A guide for teachers, grades 5–10. Heinemann. [Google Scholar]
- Fiorilli, G., Buonsenso, A., Di Martino, G., Crova, C., Centorbi, M., Grazioli, E., Tranchita, E., Cerulli, C., Quinzi, F., Calcagno, G., Parisi, A., & di Cagno, A. (2021). Impact of active breaks in the classroom on mathematical performance and attention in elementary school children. Healthcare, 9(12), 1689. [Google Scholar] [CrossRef]
- Gerofsky, S. (2011). Seeing the graph vs. being the graph: Gesture, engagement and awareness in school mathematics. In G. Stam, & M. Ishino (Eds.), Integrating gestures: The interdisciplinary nature of gesture (pp. 245–256). John Benjamins Publishing Company. [Google Scholar] [CrossRef]
- Guirguis, R. (2018). Should we let them play? Three key benefits of play to improve early childhood programs. International Journal of Education and Practice, 6(1), 43–49. [Google Scholar] [CrossRef]
- Hegedus, S. J., & Otálora, Y. (2023). Mathematical strategies and emergence of socially mediated metacognition within a multi-touch dynamic geometry environment. Educational Studies in Mathematics, 112(2), 289–307. [Google Scholar] [CrossRef]
- Herbst, P., Gonzalez, G., & Macke, M. (2005). How can geometry students understand what it means to. Mathematics Educator, 15(2), 17–24. [Google Scholar]
- Hmelo-Silver, C. E., & Barrows, H. S. (2006). Goals and strategies of a problem-based learning facilitator. Interdisciplinary Journal of Problem-Based Learning, 1(1), 21–39. [Google Scholar] [CrossRef]
- Hohenwarter, M., & Fuchs, K. (2004, July). Combination of dynamic geometry, algebra and calculus in the software system GeoGebra. In Computer algebra systems and dynamic geometry systems in mathematics teaching conference (Vol. 2002, pp. 1–6). [Google Scholar]
- Hollebrands, K. F. (2007). The role of a dynamic software program for geometry in the strategies high school mathematics students employ. Journal for Research in Mathematics Education, 38(2), 164–192. [Google Scholar]
- Hostetter, A., & Alibali, M. (2019). Gesture as simulated action: Revisiting the framework. Psychonomic Bulletin & Review, 26(3), 721–752. [Google Scholar]
- Johnson-Glenberg, M. C., & Megowan-Romanowicz, C. (2017). Embodied science and mixed reality: How gesture and motion capture affect physics education. Cognitive Research: Principles and Implications, 2, 24. [Google Scholar] [CrossRef]
- Jones, K. (2000). Providing a foundation for deductive reasoning: Students’ interpretations when using dynamic geometry software and their evolving mathematical explanations. Educational Studies in Mathematics, 44(1), 55–85. [Google Scholar] [CrossRef]
- Jordan, B., & Henderson, A. (1995). Interaction analysis: Foundations and practice. Journal of the Learning Sciences, 4(1), 39–103. [Google Scholar] [CrossRef]
- Keiser, J. M. (2000). The role of definition. Mathematics Teaching in the Middle School, 5(8), 506–511. [Google Scholar] [CrossRef]
- Kolb, A. Y., & Kolb, D. A. (2010). Learning to play, playing to learn: A case study of a ludic learning space. Journal of Organizational Change Management, 23(1), 26–50. [Google Scholar] [CrossRef]
- Lakoff, G., & Núñez, R. (2000). Where mathematics comes from: How the embodied mind brings mathematics into being. Basic Books. [Google Scholar]
- Leung, A., & Lee, A. M. S. (2013). Students’ geometrical perception on a task-based dynamic geometry platform. Educational Studies in Mathematics, 82(3), 361–377. [Google Scholar] [CrossRef]
- Lindgren, R., & Johnson-Glenberg, M. (2013). Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality. Educational Researcher, 42(8), 445–452. [Google Scholar] [CrossRef]
- Masters, J. (2010). Diagnostic geometry assessment project: Item characteristics. Technology and Assessment Study Collaborative, Lynch School of Education, Boston College. [Google Scholar]
- McNeill, D. (1992). Hand and mind: What gestures reveal about thought. University of Chicago Press. [Google Scholar]
- Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K–12 and higher education: A meta-analysis. Computers & Education, 70, 29–40. [Google Scholar] [CrossRef]
- Nathan, M. J. (2012). Rethinking formalisms in formal education. Educational Psychologist, 47(2), 125–148. [Google Scholar] [CrossRef]
- Nathan, M. J., Walkington, C., Boncoddo, R., Pier, E., Williams, C. C., & Alibali, M. W. (2014). Actions speak louder with words: The roles of action and pedagogical language for grounding mathematical proof. Learning and Instruction, 33, 182–193. [Google Scholar] [CrossRef]
- Nickow, A., Oreopoulos, P., & Quan, V. (2020). The impressive effects of tutoring on prek–12 learning: A systematic review and meta-analysis of the experimental evidence. National Bureau of Economic Research. [Google Scholar]
- Pound, L., & Lee, T. (2022). Teaching mathematics creatively (3rd ed.). Routledge, Taylor & Francis Group. [Google Scholar]
- Pyle, A., & Danniels, E. (2017). A continuum of play-based learning: The role of the teacher in play-based pedagogy and the fear of hijacking play. Early Education and Development, 28(3), 274–289. [Google Scholar] [CrossRef]
- Ragin, C. C., & Becker, H. S. (Eds.). (1992). What is a case?: Exploring the foundations of social inquiry. Cambridge University Press. [Google Scholar]
- Ramani, G. B., & Siegler, R. S. (2011). Reducing the gap in numerical knowledge between low- and middle-income preschoolers. Journal of Applied Developmental Psychology, 32(3), 146–159. [Google Scholar] [CrossRef]
- Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F. (2022). What is XR? Towards a framework for augmented and virtual reality. Computers in Human Behavior, 133, 107289. [Google Scholar] [CrossRef]
- Resnick, M. (2017). Lifelong kindergarten: Cultivating creativity through projects, passions, peers, and play. MIT Press. [Google Scholar]
- Sarama, J., Clements, D. H., Starkey, P., Klein, A., & Wakeley, A. (2008). Scaling up the implementation of a pre-kindergarten mathematics curriculum: Teaching for understanding with trajectories and technologies. Journal of Research on Educational Effectiveness, 1(2), 89–119. [Google Scholar] [CrossRef]
- Sass, T., & Ali, S. M. (2023). Virtual tutoring use and student achievement growth. Georgia Policy Labs. [Google Scholar]
- Scherrer, V., Preckel, F., Schmidt, I., & Elliot, A. J. (2020). Development of achievement goals and their relation to academic interest and achievement in adolescence: A review of the literature and two longitudinal studies. Developmental Psychology, 56(4), 795. [Google Scholar] [CrossRef]
- Schueler, B. E., & Rodriguez-Segura, D. (2023). A cautionary tale of tutoring hard-to-reach students in Kenya. Journal of Research on Educational Effectiveness, 16(3), 442–472. [Google Scholar] [CrossRef]
- Shapiro, L. (2019). Embodied cognition. Routledge. [Google Scholar]
- Shvarts, A., & van Helden, G. (2023). Embodied learning at a distance: From sensory-motor experience to constructing and understanding a sine graph. Mathematical Thinking and Learning, 25(4), 409–437. [Google Scholar] [CrossRef]
- Simonetti, M., Perri, D., Amato, N., & Gervasi, O. (2020). Teaching math with the help of virtual reality. In Computational science and its applications–ICCSA 2020: 20th international conference, Cagliari, Italy, July 1–4, 2020, Proceedings, Part VII 20 (pp. 799–809). Springer International Publishing. [Google Scholar]
- Villena-Taranilla, R., Tirado-Olivares, S., Cózar-Gutiérrez, R., & González-Calero, J. A. (2022). Effects of virtual reality on learning outcomes in K–6 education: A meta-analysis. Educational Research Review, 35, 100434. [Google Scholar] [CrossRef]
- Walkington, C., Nathan, M. J., Huang, W., Hunnicutt, J., & Washington, J. (2023). Multimodal analysis of interaction data from embodied education technologies. Educational Technology Research & Development, 72, 2565–2584. [Google Scholar] [CrossRef]
- Walkington, C., Sherard, M., Daughrity, L., Pande, P., Beauchamp, T., & Cuevas, A. (2025). The affordances and constraints of mathematics tutoring in immersive, collaborative, and dynamic virtual reality environments. Virtual Reality, 29(2), 1–23. [Google Scholar] [CrossRef]
- Williams, H. J. (2022). Playful mathematics: For children 3 to 7. Sage Publications. [Google Scholar]
- Williams-Pierce, C. (2019). Designing for mathematical play: Failure and feedback. Information and Learning Sciences, 120(9/10), 589–610. [Google Scholar] [CrossRef]
- Williams-Pierce, C., & Thevenow-Harrison, J. T. (2021). Zones of mathematical play. Journal of the Learning Sciences, 30(3), 509–527. [Google Scholar] [CrossRef]
- Wilson, M. (2002). Six views of embodied cognition. Psychonomic Bulletin & Review, 9, 625–636. [Google Scholar] [CrossRef]
- Yoon, C., Thomas, M. O., & Dreyfus, T. (2014). The role of conscious gesture mimicry in mathematical learning. In Emerging perspectives on gesture and embodiment in mathematics (pp. 175–195). Information Age Publishing. [Google Scholar]
- Zhang, L., Pan, M., Yu, S., Chen, L., & Zhang, J. (2023). Evaluation of a student-centered online one-to-one tutoring system. Interactive Learning Environments, 31(7), 4251–4269. [Google Scholar] [CrossRef]
- Zydney, J., & Hord, C. (2023). Learning from design failures: A virtual mathematics tutoring program. International Journal of Designs for Learning, 14(1), 62–69. [Google Scholar] [CrossRef]
Word | Definition |
---|---|
Mathematical play | Students act out a scenario or engage in an activity that includes movement or theatrics related to a math concept. This could include a game where the teacher used vocabulary words as part of the activity. Alternatively, this could include instances when the teacher and/or students built shapes with the blocks, discussed new concepts, or used them to introduce basic math tool manipulation. Students can also lead mathematical play by challenging a classmate to help them or compete against them in an activity based on learning math concepts. |
General play | This involves playful interactions that were not explicitly mathematical. An example of this was thumb wars. While this does have movement and some theatrics, it is not focused on learning math concepts. Another example was when the students moved to different places in the room to explore their space. |
Session | Session 1 | Session 2 | Session 3 | Session 4 | Session 5 | Session 6 | Session 7 | Grand Total |
---|---|---|---|---|---|---|---|---|
Total | 13 | 10 | 7 | 5 | 2 | 4 | 9 | 50 |
Percent of instances of mathematical play per session (out of the total) | 26% | 20% | 14% | 10% | 4% | 8% | 18% | 100% |
Session | Session 1 | Session 2 | Session 3 | Session 4 | Session 5 | Session 6 | Session 7 | Grand Total |
---|---|---|---|---|---|---|---|---|
Total | 38 | 28 | 34 | 26 | 9 | 15 | 27 | 177 |
Percent of instances of general play per session (out of the total) | 21.5% | 16% | 19% | 15% | 5% | 8% | 15.5% | 100% |
Theme | Example of theme |
---|---|
1. Tutor encourages exploration after explanation | The teacher explains reflection and encourages students to explore the concept using a mirror. |
2. Tutor prompts student to repeat actions | A student translates an object and the teacher encourages the use of gestures to show what is happening with the object. |
3. Tutor poses a question | How can you use the Pythagorean theorem in real life? Students play with the shapes to explore possible answers. |
4. One student begins spontaneously playing and the tutor encourages the others to try it | A student rotated a shape after discovering that rotation was possible. The tutor encouraged others to try it. |
5. Tutor interrupts play and redirects using math terminology and concepts | A student is making a cube out of many small cubes. The teacher and student discussed how it is a 3D shape called a rectangular prism. |
6. Play happens out of necessity to understand a math concept | A student dramatically jumps around the room to view and manipulate the shape from different angles and perspectives. |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Daughrity, L.; Walkington, C.; Sherard, M. From Abstract to Tangible: Leveraging Virtual Reality for Playful Math Education. Educ. Sci. 2025, 15, 1108. https://doi.org/10.3390/educsci15091108
Daughrity L, Walkington C, Sherard M. From Abstract to Tangible: Leveraging Virtual Reality for Playful Math Education. Education Sciences. 2025; 15(9):1108. https://doi.org/10.3390/educsci15091108
Chicago/Turabian StyleDaughrity, LeaAnne, Candace Walkington, and Max Sherard. 2025. "From Abstract to Tangible: Leveraging Virtual Reality for Playful Math Education" Education Sciences 15, no. 9: 1108. https://doi.org/10.3390/educsci15091108
APA StyleDaughrity, L., Walkington, C., & Sherard, M. (2025). From Abstract to Tangible: Leveraging Virtual Reality for Playful Math Education. Education Sciences, 15(9), 1108. https://doi.org/10.3390/educsci15091108