Baltimore , Maryland
June 25, 2023
June 25, 2023
June 28, 2023
Computers in Education Division (COED)
6
10.18260/1-2--42875
https://peer.asee.org/42875
142
I am Chinyere Offor, an international student at Lincoln University of Pennsylvania. I am a rising junior, and I am Double majoring in Computer Science and mathematics. My passion for this research topic was born out of her familiarity with both fields.
Dr Smith will be presenting this paper on my behalf because I am away on an Internship.
Dr. Tiffanie R. Smith is currently an Assistant Professor of Computer Science at Lincoln University of PA. She received her Ph.D. in Human Centered Computing from the University of Florida in the Department of Computer and Information Sciences and Engineering in 2019 . Her research interests include educational technologies, embodied learning, culturally relevant education, and broadening minority participation in STEM.
Geometry, in high school education, is known to be important not only because it is a core part of the mathematics curriculum, but also because it enhances logical reasoning in our world that is made up of shapes. This has made the increasing rate of failure in this topic among high school students, an issue of utmost concern. Many teaching methods have failed by emphasizing numeracy, arithmetic, and algebraic reasoning, while ignoring spatial curricular as a fundamental piece in achieving student success. Previous research has successfully proven that emerging technologies can enhance students’ sensory experience and strengthen their impressions and understandings of subject concepts. This research will focus on using Virtual Reality (VR) technology to enhance Learning in geometry, with a focus on circle geometry. The goal for this technology is to erase the disunion between students and the subject. The Van Hiele Model identifies five sequential levels of geometric thinking which will be taken into serious consideration: Visualization, Analysis, Abstraction, Deduction and Rigor. The VR application will consist of different modules arranged, in order, to capture each level, in an engaging manner. The first module would be an introduction to the circle and the vocabulary of its parts. Further modules will introduce the seven theorems of circle geometry in order of increasing complexity. Every module will contain associated practice problems and their answers. There will also be prepared test problems with different levels of complexity. VR will create the immersion, presence and interest in learning, encouraging students to have a longer attention span. It will also ensure that students pay attention to detail and simultaneously, not ignore the bigger picture. The application will base itself on topnotch educational materials and increase the quality of learning. Finally, the issue of materials not being drawn to scale, in geometry education, will also be solved. The game engine to be used is unity. Unity is a top platform game engine developed by unity technologies. It is especially useful in rendering realistic 3D geometric models. C# is the primary programming language that will be used through Visual studios, the most common integrated development for unity development. This research hopes to increase the success rate among students in circle geometry. Further research will include other types of geometry and hopefully other areas of mathematics.
Offor, C., & Smith, T. R. (2023, June), Board 60: Work in Progress - Development and implementation of a virtual reality application in high school geometry education. Paper presented at 2023 ASEE Annual Conference & Exposition, Baltimore , Maryland. 10.18260/1-2--42875
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