Title: Design and Evaluation of an Augmented Reality App for Learning Spatial Transformations and their Mathematical Representations
There is a close relation between spatial thinking and mathematical problem-solving. This paper presents a newly developed educational Augmented Reality (AR) mobile application, BRICKxAR/T, to help students intuitively learn spatial transformations and the related mathematics through play. A pilot study with 7 undergraduate students evaluates students learning gain through a mental rotation and a math test on transformation matrices. The results show most students performed better with a higher score after learning with the app. Students found the app interesting to play and useful for learning geometric transformations and matrices. more »« less
Shaghaghian, Z.; Burte, H.; Song, D.; Yan, W.
(, Learning and Collaboration Technologies. Novel Technological Environments. HCII 2022. Lecture Notes in Computer Science.)
Zaphiris, P.; Ioannou, A.
(Ed.)
In Computer Aided Design, Computer Graphics, Robotics, etc., students suffer from inefficient and non-proficient use of the 3D modeling software due to a lack of mathematical knowledge. Deficient knowledge and skills may lead students to use the modeling software through trial-and-error without understanding the algorithms and mathematics. Spatial/geometric transformation is recognized as one of the key factors in learning 3D modeling software. This paper presents a newly developed educational Augmented Reality (AR) mobile application to help students intuitively learn the geometric reasoning of transformation matrices and the corresponding trigonometric equations through play. The application, developed in primary and advanced levels, intends to facilitate the understanding of fundamentals of spatial transformations and their mathematical representations in a self-learning approach. The results of a pilot user study conducted on 7 undergraduate students for the primary level reveal that students’ math scores improved after playing with the application.
Bairaktarova, Diana; Van Den Einde, Lelli; Bell, John
(, 2019 ASEE Annual Conference & Exposition)
null
(Ed.)
Spatial reasoning skills contribute to performance in many STEM fields. For example, drawing sectional views of three-dimensional objects is an essential skill for engineering students. There is considerable variation in the spatial reasoning skills of prospective engineering students, putting some at risk for compromised performance in their classes. This study takes place in a first-year engineering Spatial Visualization course to integrate recent practices in engineering design education with cognitive psychology research on the nature of spatial learning. We employed three main pedagogical strategies in the course - 1) in class instruction on sketching; 2) spatial visualization training; and 3) manipulation of physical objects (CAD/3D print creations). This course endeavors to use current technology, online accessibility, and implementation of the three pedagogical strategies to bring about student growth in spatial reasoning. This study is designed to determine the effect of adding two different spatial reasoning training apps to this environment. Over 230 students (three sections) participated in our study. In two of the three sections, students received interactive spatial visualization training using either a spatial visualization mobile touchscreen app in one section or an Augmented Reality (AR) app in the other section. Research suggests that there are benefits to using the Spatial Vis Classroom mobile app for college students.The app has been shown to increase student persistence resulting in large learning gains as measured by the Purdue assessment of spatial visualization (PSVT-R), especially for students starting with poor spatial visualization skills. The Spatial Vis Classroom app can be used in the classroom or assigned as homework. The AR app is designed to help users develop their mental rotation abilities. It is designed to support a holistic understanding of 3-dimensional objects, and research has shown that, in combination with a traditional curriculum, it increases students’ abilities also measured by the PSVT-R. Of particular interest, the data suggest that the app overcomes the advantage found by males over females in a traditional class alone focused on spatial reasoning. Both of the course sections were required to use the apps for approximately the same time in class and outside of class. Students in the control section were required to do hand sketching activities in class and outside of class, with roughly the same completion time as for the sections with the apps. Students grades were not affected by using the three different approaches as grading was based on completion only. Based on current literature, we hypothesize that overall benefits (PSVT-R gains) will be comparable across the 3 treatments but there will be different effects on attitude and engagement (confidence,enjoyment, and self-efficacy). Lastly, we hypothesize that the treatments will have different effects on male/female and ethnic categories of the study participants. The final paper will include an analysis of results and a report of the findings.
Van Den Einde, Lelli; Delson, Nathan; Cowan, Elizabeth
(, 2019 ASEE Annual Conference & Exposition)
null
(Ed.)
Mobile devices are becoming a more common part of the education experience. Students can access their devices at any time to perform assignments or review material. Mobile apps can have the added advantage of being able to automatically grade student work and provide instantaneous feedback. However, numerous challenges remain in implementing effective mobile educational apps. One challenge is the small screen size of smartphones, which was a concern for a spatial visualization training app where students sketch isometric and orthographic drawings. This app was originally developed for iPads, but the wide prevalence of smartphones led to porting the software to iPhone and Android phones. The sketching assignments on a smartphone screen required more frequent zooming and panning, and one of the hypotheses of this study was that the educational effectiveness on smartphones was the same as on the larger screen sizes using iPad tablets. The spatial visualization mobile sketching app was implemented in a college freshman engineering graphics course to teach students how to sketch orthographic and isometric assignments. The app provides automatic grading and hint feedback to help students when they are stuck. Students in this pilot were assigned sketching problems as homework using their personal devices. Students were administered a pre- and post- spatial visualization test (PSVT-R, a reliable, well-validated instrument) to assess learning gains. The trial analysis focuses on students who entered the course with limited spatial visualization experience as identified based on a score of ≤70% on the PSVT:R since students entering college with low PSVT:R scores are at higher risk of dropping out of STEM majors. Among these low-performing students, those who used the app showed significant progress: (71%) raised their test scores above 70% bringing them out of the at-risk range for dropping out of engineering. While the PSVT:R test has been well validated, there are benefits to developing alternative methods of assessing spatial visualization skills. We developed an assembly pre- and post- test based upon a timed Lego™ exercise. At the start of the quarter, students were timed to see how long it would take them to build small lego sets using only visual instructions. Students were timed again on a different lego set after completion of the spatial visualization app. One benefit of the test was that it illustrated to the engineering students a skill that could be perceived as more relevant to their careers, and thus possibly increased their motivation for spatial visualization training. In addition, it may be possible to adapt the assembly test to elementary school grade levels where the PSVT:R test would not be suitable. Preliminary results show that the average lego build times decreased significantly after using the mobile app, indicating an improvement in students’ spatial reasoning skills. A comparison will also be done between normalized completion times on the assembly test and the PSVT:R tests in order to see how the assembly test compares to the “gold standard”. In addition to the PSVT-R instrument, a survey was conducted to evaluate student usage and their impressions of the app. Students found the app engaging, easy to use, and something they would do whenever they had “a free moment”. 95% of the students recommended the app to a friend if they are struggling with spatial visualization skills. This paper will describe the implementation of the mobile spatial visualization sketching app in a large college classroom, and highlight the app’s impact in increasing self-efficacy in spatial visualization and sketching
Delson, Nathan; Van Den Einde, Lelli
(, 2018 ASEE Annual Conference & Exposition)
null
(Ed.)
Spatial visualization training has been shown to increase GPAs and graduation rates in science, technology and math. Furthermore, prior research has correlated sketching on paper to improvement on the standardized spatial visualization test PSVT:R. To take advantage of touchscreen technology, an App, in which students draw orthographic and isometric assignments, was developed for spatial visualization training. Students draw on the touchscreen and then submit their sketch to be graded automatically. If the sketch is incorrect, the students are provided with the option to try again or get customized guidance from the app. This allows students to work independently and get immediate feedback. In 2014, a trial using the App with college engineering students showed that it increased students’ performance on the PSVT:R. The 2014 trial also showed that student persistence, as measured by the number of times they tried a sketch again without asking for help, correlated to increases in the PSVT:R. Since 2014, the App was modified significantly. The assignments were rewritten to take advantage of the touchscreen interface, and persistence was encouraged using gamification and by providing varying levels of guidance. In 2017, two trials were conducted with college engineering students; an elective class (n=32) and a required class (n=137). Overall the persistence metric increased from 40% in 2014 to 77% in 2017. The overall gains on the PSVT:R increased from 7% to 9%. However, much larger gains occurred among students who entered the class with low PSVT:R scores (70% and below). These students are considered “at-risk” in terms of low graduation rate due to low spatial visualization ability. In 2014, 23% of these at-risk students improved to the point of moving out of the at-risk category. In 2017 this percentage increased to 82% and 67%. This paper describes the modifications to the App that led to the successful trials in 2017. In O=one of the 2017 trials , the app was implemented as homework, thereby not taking up classroom lecture time, which further eases the incorporation of spatial visualization training into a crowded curriculum.
Delson, Nathan; Van Den Einde, Lelli; Cowan, Elizabeth; Mihelich, Bob
(, 2019 ASEE Annual Conference & Exposition)
null
(Ed.)
The pedagogical approach of Zone of Proximal Development (ZPD) is based on the belief that effective learning occurs when students are challenged just beyond the level they can do on their own. An expert teacher looking over the shoulder of a student would give just the right amount of hints; too much hinting gives away the solution which deprives the student of the productive struggle that is needed for learning new concepts. Alternatively, no hinting may leave the student frustrated to the point where they give up. A key challenge with online learning is how to provide the right level of hints as if an expert teacher were there. This paper describes the evolution of hints for spatial visualization training using a mobile app. Students sketch orthographic and isometric sketches, which are automatically graded by the app. When a student draws an assignment incorrectly, they are provided with the option of a hint or peeking at the solution. This paper discusses the development of the app feedback and how it has impacted student behavior in using the app. In a first implementation, some students who excessively peeked at the solution without trying very hard on the assignments, did not significantly improve their spatial visualization ability as measured by the standardized PSVT:R test. To address the over-use of peeking, gamification was added that rewarded students to try on their own before looking at a hint or peek. In this paper, we look at a classroom trial that used a version of the spatial visualization mobile app with gamification. In general, gamification increased the post PSVT:r test scores. However, there was also a partial negative effect that and we see instances where the gamification lead to student frustration and waste of time because they avoided using hints to maximize their gamification points. We realized that the encompassing the knowledge of an expert teacher in providing hints just when needed, is difficult to implement in an algorithm. Specific examples are presented along with proposed improvements to the in-app hints. The final paper will include data comparing results of a class in January 2018 that used the original hints, with a class in January 2019 that will use the newer hints.
Shaghaghian, Zohreh, Burte, Heather, Song, Dezhen, and Yan, Wei. Design and Evaluation of an Augmented Reality App for Learning Spatial Transformations and their Mathematical Representations. Retrieved from https://par.nsf.gov/biblio/10337658. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) . Web. doi:10.1109/VRW55335.2022.00155.
Shaghaghian, Zohreh, Burte, Heather, Song, Dezhen, & Yan, Wei. Design and Evaluation of an Augmented Reality App for Learning Spatial Transformations and their Mathematical Representations. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), (). Retrieved from https://par.nsf.gov/biblio/10337658. https://doi.org/10.1109/VRW55335.2022.00155
Shaghaghian, Zohreh, Burte, Heather, Song, Dezhen, and Yan, Wei.
"Design and Evaluation of an Augmented Reality App for Learning Spatial Transformations and their Mathematical Representations". 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (). Country unknown/Code not available. https://doi.org/10.1109/VRW55335.2022.00155.https://par.nsf.gov/biblio/10337658.
@article{osti_10337658,
place = {Country unknown/Code not available},
title = {Design and Evaluation of an Augmented Reality App for Learning Spatial Transformations and their Mathematical Representations},
url = {https://par.nsf.gov/biblio/10337658},
DOI = {10.1109/VRW55335.2022.00155},
abstractNote = {There is a close relation between spatial thinking and mathematical problem-solving. This paper presents a newly developed educational Augmented Reality (AR) mobile application, BRICKxAR/T, to help students intuitively learn spatial transformations and the related mathematics through play. A pilot study with 7 undergraduate students evaluates students learning gain through a mental rotation and a math test on transformation matrices. The results show most students performed better with a higher score after learning with the app. Students found the app interesting to play and useful for learning geometric transformations and matrices.},
journal = {2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
author = {Shaghaghian, Zohreh and Burte, Heather and Song, Dezhen and Yan, Wei},
}
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