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VRMath: knowledge construction of 3D geometry in virtual reality microworlds
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
SESSION: Doctoral consortium table of contents
Pages: 1061 - 1062  
Year of Publication: 2004
ISBN:1-58113-703-6
Author
Andy Yeh  Queensland University of Technology, Kelvin Grove, Australia
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

Because of the complexity of 3D geometry (e.g., 3D transformations) and the constraints in our real environments (e.g., body movement and manipulation of objects), most young children have difficulty in learning 3D geometry concepts and processes. Therefore, in order to address this issue, a prototype virtual reality learning environment (VRLE) named VRMath that set out to enable children to move in, manipulate objects, and construct programs to create objects in a 3D environment was designed and evaluated. The design of the HCI components of VRMath was influenced by educational semiotics [2, 5], which connect mathematical meanings with multiple semiotic resources. The evaluation, which involved six children, focused on both the design of VRMath and the learning within VRMath. Many new ways about thinking and doing 3D geometry and issues about the usability of VRMath were identified during the evaluation. These have implications for learning within and design of VRLEs.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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