Exploring AR and VR Tools in Mathematics Education through Culturally Responsive Pedagogies

Artigo2024

Marja Gabrielle Bertrand ORCID; Hatice Beyza Sezer ORCID; Immaculate Kizito Namukasa ORCID

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Resumo

Augmented reality (AR) and virtual reality (VR) have been noted to enhance student learning by supporting spatial reasoning and visualization, long-term memory, engagement, and increased motivation. The researchers situated the exploration of these tools for learning within the culturally responsive pedagogy (CRP) in mathematics education. The researchers conducted a qualitative case study interlinked with design-based research (DBR). Data were collected using questionnaires, interviews, observations, and documentation. Sixty-five students in grades three to eight and 10 adults participated in the context of a STEAM camp. Students used tools such as block-based coding and digital and crafting design materials to learn, understand, and apply mathematical concepts (i.e., for mathematical thinking and modelling). The researchers designed and taught the learning activities which used a game-design-like coding software and Cospaces Edu app. The AR and VR activities were within the learning contexts of storytelling and cultural artifacts. The researchers report the study's results, analyzing mathematics concepts learned through the activities. Specifically, students' motivation was boosted when students used game-design-like software within the storytelling context of the app.

Dados da obra

Tipo
Artigo
Periódico
Digital Experiences in Mathematics Education, v. 10, n. 3, p. 462-486
Editora
Springer Science+Business Media
Ano
2024 (2024-08-23)
Idioma
en
Palavras-chave
Computer Simulation; Technology Uses in Education; Mathematics Instruction; Culturally Relevant Education; Elementary School Students; Middle School Students; STEM Education; Camps; Mathematical Concepts; Learning Activities; Story Telling; Cultural Awareness; Program Effectiveness; Student Motivation; Computer Software; augmented reality; virtual reality; culturally responsive teaching; mathematics education; game design; block-based programming; storytelling; cultural artifacts; mathematical modeling; spatial reasoning; junior high school students
Temas
Modelagem Matemática, Pensamento Computacional, Tecnologias Digitais
DOI
10.1007/s40751-024-00152-x
ISSN
2199-3246, 2199-3254
Licença
cc-by-nc-nd
Acesso
Acesso aberto
Fontes
ERIC — Education Resources Information Center; OpenAlex
Na Biblioteca desde
01/10/2026 · verificada em 03/10/2026

Como citar

ABNT
BERTRAND, Marja Gabrielle; SEZER, Hatice Beyza; NAMUKASA, Immaculate Kizito. Exploring AR and VR Tools in Mathematics Education through Culturally Responsive Pedagogies. Digital Experiences in Mathematics Education, v. 10, n. 3, p. 462-486, 2024. DOI: https://doi.org/10.1007/s40751-024-00152-x.

APA

Bertrand, M. G., Sezer, H. B., & Namukasa, I. K. (2024). Exploring AR and VR Tools in Mathematics Education through Culturally Responsive Pedagogies. Digital Experiences in Mathematics Education, 10(3), 462-486. https://doi.org/10.1007/s40751-024-00152-x

BibTeX
@article{bertrand2024,
  author = {Bertrand, Marja Gabrielle and Sezer, Hatice Beyza and Namukasa, Immaculate Kizito},
  title = {Exploring AR and VR Tools in Mathematics Education through Culturally Responsive Pedagogies},
  year = {2024},
  journal = {Digital Experiences in Mathematics Education},
  volume = {10},
  number = {3},
  pages = {462-486},
  publisher = {Springer Science+Business Media},
  doi = {10.1007/s40751-024-00152-x},
  language = {en}
}
RIS
TY  - JOUR
AU  - Bertrand, Marja Gabrielle
AU  - Sezer, Hatice Beyza
AU  - Namukasa, Immaculate Kizito
TI  - Exploring AR and VR Tools in Mathematics Education through Culturally Responsive Pedagogies
PY  - 2024
JO  - Digital Experiences in Mathematics Education
VL  - 10
IS  - 3
SP  - 462
EP  - 486
DO  - 10.1007/s40751-024-00152-x
LA  - en
ER  - 

Referência gerada automaticamente a partir dos metadados das fontes; confira com o documento original. Baixar BibTeX · Baixar RIS

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