Advertisement

Can Virtual Reality Help Children Learn Mathematics Better? The Application of VR Headset in Children’s Discipline Education

  • Xin Lei
  • Andong Zhang
  • Bingcheng Wang
  • Pei-Luen Patrick Rau
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10912)

Abstract

It is difficult for children to learn scientific disciplines like mathematics, but virtual reality (VR) headsets offer more direct and effective learning methods for children. This paper represents an exploratory study of the application of VR in children’s education. We observed ten children as they played with four educational VR applications. Fourteen experts, including six teachers, were interviewed to explore whether and how VR can help children to overcome learning difficulties in different subjects. Based on the insights from the user study and expert interviews, we propose a series of design guidelines for educational VR applications. For example, children seek a sense of achievement when learning mathematics; therefore, applications should have a hierarchy of different difficulty levels with which the children can practice, make progress, and experience success.

Keywords

Virtual reality Children Education Scientific studies Social studies Creativity 

Notes

Acknowledgements

This study was funded by National Key Research and Development Plan grant 2016YFF0202605 and 2016YFF0202600.

References

  1. 1.
    Amabile, T.M.: Within you, without you: the social psychology of creativity and beyond In: Runco, M.A., Albert, R.S. (eds.) Theories of Creativity, pp. 61–91. Sage, Newbury Park (1990)Google Scholar
  2. 2.
    Lin, M.T., Wang, J.S., Kuo, H.M., Luo, Y.: A study on the effect of virtual reality 3D exploratory education on students’ creativity and leadership. EURASIA J. Math. Sci. Technol. Educ. 13(7), 3151–3161 (2017)Google Scholar
  3. 3.
    Hu, R., Wu, Y.Y., Shieh, C.J.: Effects of virtual reality integrated creative thinking instruction on students’ creative thinking abilities. EURASIA J. Math. Sci. Technol. 12(2), 477–486 (2016)Google Scholar
  4. 4.
    Patera, M., Draper, S., Naef, M.: Exploring magic cottage: a virtual reality environment for stimulating children’s imaginative writing. Interact. Learn. Environ. 16(3), 245–263 (2008)CrossRefGoogle Scholar
  5. 5.
    Van Wyk, M.M.: The use of cartoons as a teaching tool to enhance student learning in economics education. J. Soc. Sci. 26(2), 117–130 (2011)Google Scholar
  6. 6.
    Thornhill-Miller, B., Dupont, J.M.: Virtual reality and the enhancement of creativity and innovation: under recognized potential among converging technologies? J. Cogn. Educ. Psychol. 15(1), 102 (2016)CrossRefGoogle Scholar
  7. 7.
    Johnson, A., Moher, T., Ohlsson, S.: The round earth project - collaborative VR for elementary school kids. In: SIGGRAPH 1999 Conference Abstracts and Applications, Los Angeles, California, pp. 90–93 (1999)Google Scholar
  8. 8.
    Roussos, M., Gillingham, M., Moher, T.: Evaluation of an immersive collaborative virtual learning environment for K-12 education. In: American Educational Research Association Annual Meeting. University of Illinois, Chicago (1998)Google Scholar
  9. 9.
    Mosaker, L.: Visualising historical knowledge using virtual reality technology. Digital Creativity 12(1), 15–25 (2001)CrossRefGoogle Scholar
  10. 10.
    Guttentag, D.A.: Virtual reality: applications and implications for tourism. Tour. Manag. 31(5), 637–651 (2010)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Xin Lei
    • 1
  • Andong Zhang
    • 1
  • Bingcheng Wang
    • 1
  • Pei-Luen Patrick Rau
    • 1
  1. 1.Department of Industrial EngineeringTsinghua UniversityBeijingChina

Personalised recommendations