Skip to main content

The Impact of Applying Virtual Reality Technology to Spatial Ability Learning in Elementary School Students

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12555))

Abstract

This study explored the effects of virtual reality (VR) technology applied to spatial ability learning in elementary school students. As supplement materials to the Geometry Unit in the curriculum, the learning materials were developed based on the mathematics competence indicators for fifth and sixth graders in Taiwan. Designed to enhance spatial concept and logical thinking, the materials tapped into VR technology to transform two-dimensional graphics into three-dimensional spaces, in view of effectively solving the problem of learning abstract 3D spaces. A quasi-experimental method was used to understand the influence of different learning methods on students’ learning effectiveness and interest in learning. The experiment found that (1) the use of interactive VR learning materials significantly improved student’s spatial ability; (2) using VR learning materials enhanced the learning effectiveness of students with low achievement in mathematics; and (3) the introduction of VR learning materials improved students’ motivation for learning spatial concepts. The findings showed that the digital learning materials developed in this study were beneficial to the teaching effectiveness of teachers and the learning needs of students.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Smith, I.M.: Spatial Ability: Its Educational and Social Significance. University of London Press, London (1964)

    Google Scholar 

  2. Radianti, J., Majchrzak, T.A., Fromm, J., Wohlgenannt, I.: A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Comput. Educ. 147, 103778 (2019)

    Article  Google Scholar 

  3. Burdea, G.C., Coiffet, P.: Virtual Reality Technology, vol. 1, 2nd edn. John Wiley & Sons, New Jersey (2003)

    Google Scholar 

  4. Meyer, O.A., Omdahl, M.K., Makransky, G.: Investigating the effect of pre-training when learning through immersive virtual reality and video: a media and methods experiment. Comput. Educ. 140, 103603 (2019)

    Article  Google Scholar 

  5. Yao, H.P., Liu, Y.Z., Han, C.S.: Application expectation of virtual reality in basketball teaching. Procedia Eng. 29, 4287–4291 (2012)

    Article  Google Scholar 

  6. Zhou, Y., Ji, S., Xu, T., Wang, Z.: Promoting knowledge construction: a model for using virtual reality interaction to enhance learning. Procedia Comput. Sci. 130, 239–246 (2018)

    Article  Google Scholar 

  7. Padilha, J.M., Machado, P.P., Ribeiro, A., Ramos, J., Costa, P.: Clinical virtual simulation in nursing education: randomized controlled trial. J. Med. Internet Res. 21(3), e11529 (2019)

    Article  Google Scholar 

  8. Contreras, J.: BY way of introduction: posing and solving problems: the essence and legacy of mathematics. Teach. Child. Math. 12(3), 115–116 (2005)

    Google Scholar 

  9. Hwang, G.J., Yang, L.H., Wang, S.Y.: A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Comput. Educ. 69(1), 121–130 (2013)

    Article  Google Scholar 

  10. Kang, S.J., Hong, C., Lee, H.: The Impact of Virtual Simulation on Critical Thinking and Self-Directed Learning Ability of Nursing Students. Clinical Simulation in Nursing (2020)

    Google Scholar 

  11. Liu, C.-C., Cheng, Y.-B., Huang, C.W.: The effect of simulation games on the learning of computational problem solving. Comput. Educ. 57(3), 1907–1918 (2011)

    Article  Google Scholar 

Download references

Acknowledgement

This research is supported by the Ministry of Science and Technology, Taiwan, R.O.C. [grant number MOST 105-2511-S-261 -001 -MY2].

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Rong-Chi Chang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Chao, WH., Chang, RC. (2020). The Impact of Applying Virtual Reality Technology to Spatial Ability Learning in Elementary School Students. In: Huang, TC., Wu, TT., Barroso, J., Sandnes, F.E., Martins, P., Huang, YM. (eds) Innovative Technologies and Learning. ICITL 2020. Lecture Notes in Computer Science(), vol 12555. Springer, Cham. https://doi.org/10.1007/978-3-030-63885-6_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-63885-6_16

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-63884-9

  • Online ISBN: 978-3-030-63885-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics