Cited by 28Augmented Reality ApplicationsMathematics Education and Teaching TechniquesTeaching and Learning Programming

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

Open access
Bertrand, Marja Gabrielle, Sezer, Hatice Beyza, Namukasa, Immaculate Kizito·2024·Digital Experiences in Mathematics Education

Published version of a preprint

Abstract

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.

AI snapshot

Written from the paper’s full text.

TL;DR

This qualitative case study interlinked with design-based research explored AR and VR activities in a STEAM camp using culturally responsive mathematics teaching, with students coding and designing digital stories in Cospaces Edu, MERGE cube, Skybox AI, and VR goggles. It reports that AR/VR storytelling supported engagement, motivation, visual-spatial reasoning, peer collaboration, and some cultural connections, while VR interaction and cultural-mathematics links were uneven.

Key findings

  • Sixty-five students in grades 3–8 and 10 adults participated; 76% of camp registrants indicated prior coding experience, and the camp ran from 2021 to 2024, with 91 elementary students attending and 65 of 92 elementary students consenting to the study.
  • Students’ motivation and engagement appeared boosted when using game-design-like software within storytelling; examples include coding a rooster and mouse to rotate 360° clockwise with a radius of 1 m per second per turn, raccoons moving at 4.5 m/s and rotating around the x, y, and z axes in 1 s versus 2 s, and a rescue story with characters covering 30 m in 5 s.
  • AR/VR activities supported mathematical concepts including scale factors, ratios, relative position, clockwise and counter-clockwise rotations, angles, circumference, radius, distance, speed, linear and non-linear functions, volume and surface area, and 3D rotations around the x, y, and z axes.
  • Students engaged in peer-assisted learning and made some cultural connections—e.g., incorporating mosques, Dubai, castles in Portugal, mosques in India, and monuments such as the Taj Mahal, Eiffel Tower, and Colosseum—though some students struggled to connect culture and mathematics.

Methods

  • Qualitative case study interlinked with design-based research, using an iterative design cycle across Years 1–4; the STEAM summer outreach camp was out-of-school, drew on the Ontario Mathematics curriculum, and used a culturally responsive pedagogy approach.
  • Participants were 65 elementary students in grades 3–8 (1 in Grade 3, 20 in Grade 4, 12 in Grade 5, 16 in Grade 6, 9 in Grade 7, 6 in Grade 8, 1 not indicated) and 10 adults (6 instructors, 4 observers); 2021 was virtual via Zoom, and 2022–2024 were in-person at an inner-city urban community center.
  • Data included questionnaires, interviews, observations, and photographs of student projects; analysis used pre-existing themes from AR/VR literature and six CRMT dimensions, then emergent themes, with triangulation across multiple data sources.

Limitations

  • The paper states that VR blocks users’ interaction with surroundings, and students spent less time interacting with VR tools because they could not directly manipulate or interact with 3D objects and animated characters; it also notes technical issues, hardware limitations, navigation challenges, some students struggling to connect culture and mathematics, cognitive overload from three Cospaces Edu platforms, the AI education component overshadowing mathematics teaching and learning, and timing difficulties due to varied student pacing.
  • Evident from the text: this is a small qualitative case study in one out-of-school STEAM camp context, with no control or comparison group and reliance on questionnaires, interviews, observations, and researcher interpretations, so findings are context-specific and not statistically generalizable.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1007/s40751-024-00152-x

Cites

47 of 48 references verified1 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

9 of 43 cited sources checked · 3 supported · 0 flagged · accuracy not yet measured

  • Findingcitation

    Students' motivation and engagement appeared to be enhanced by interaction with the 3D and game-like environment and the opportunity to create their own augmented reality.

    “Their motivation and engagement appeared to be enhanced by the interaction with the 3D and game-like environment and the opportunity to create their own augmented reality (Schutera et al., 2021).”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Schutera et al., 2021 source

      Section 2.1.1 reports increased student motivation and enjoyment with AR and describes a separate study using a game-like environment with 3D models. Sections 2.2 and 5 describe users creating or changing geometric objects in AR, but do not establish that students created their own augmented reality or that this opportunity enhanced their motivation and engagement. Page numbers are not available in our copy. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
    • Rests on an assumption: The AR and VR activities, rather than novelty or other factors, caused the observed increases in engagement and motivation.
  • Premisecitation

    Technological innovations such as AR and VR have the potential to change the way students learn and experience mathematics.

    “Technological innovations such as these have the potential to change the way students learn and experience mathematics (Borba, 2021).”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Borba, 2021 source

      In “Digital technology and mathematics education” (page unavailable), Borba says technology can create learning experiences that draw students into course content, supporting the general claim that technology may change mathematics learning. The passage does not discuss AR or VR specifically, so it does not establish that potential for those examples. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
  • Findingown data

    These students willingly offered assistance to peers who encountered challenges with technology navigation or required additional support.

    “These students willingly offered assistance to peers who encountered challenges with technology navigation or required additional support.”
    Quote in the paperNot a substantial claim
  • Findingown data

    A heightened level of communication and collaboration was notable particularly when students were engaged in animating their 3D environments in Cospaces Edu.

    “A heightened level of communication and collaboration was notable particularly when students were engaged in animating their 3D environments in Cospaces Edu.”
    Quote in the paperNot a substantial claim
  • Findingown data

    One student coded two characters (rooster and mouse) to rotate in a circular motion to simulate a chase, requiring understanding that a repeated turn by 360° with a displacement of a radius of 1 m per second per turn would create navigation along a circular path.

    “To code this animation, the student needed to understand that a repeated turn by 360° with a displacement of a radius of 1 m per second per turn would create navigation along a circular path (see Fig. 2).”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. 42
  • May combine two claims. 44
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    There are only a few studies on the benefits of AR for teaching mathematics, and AR is rarely used in mathematics classes.

    “According to Schutera et al. (2021), “there are only a few studies on the benefits of AR for teaching mathematics [… and] AR is rarely used in mathematic classes” (p. 2).”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Schutera et al., 2021 source
  • May combine two claims.

    Premisecitation

    AR and VR representations improve learning by supporting visualization, boosting long-term memory, increasing engagement, and motivation.

    “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.”
    Quote in the paperSubstantial claim1 of 2 sources checked
    • cites Ardiny & Khanmirza, 2018 source
    • cites Schutera et al., 2021 source

      The Introduction says AR and VR can support 3D visualization and arouse interest, and §2.2 reports improved spatial imagination with both technologies. Section 2.1.1 reports stronger long-term memory and increased motivation for AR, but does not establish those outcomes for VR. The sentence extends the AR-specific findings to both technologies. (LLM, conf=0.88)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Through digital storytelling, students can explore their individual, group, and community identity or other identities different than their own.

    “Through digital storytelling, students can also explore their individual, group, and community identity or other identities different than their own (Wake, 2012).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Wake, 2012 source

      The ‘Use of Technology to Explore Identity and Context’ section (page unavailable) says digital storytelling let students explore and communicate issues of identity and community; the Abstract also describes stories created in small groups. The ‘Student Identity Development’ section says adolescents may try on identities different from their lived experiences, but the paper does not establish that digital storytelling helped them explore other people’s identities. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Premisecitation

    Virtual reality has limitations: despite providing an immersive experience, it blocks users' interaction with the surroundings.

    “On the other hand, “Virtual reality has its limitations. Despite its ability to provide [… an] immersive experience, it blocks users’ interaction with the surroundings” (Abdul Hanid et al., 2022, p. 9487).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Abdul Hanid et al., 2022 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation

    Culture is complex and represents customs (including ceremonies, rituals, myths, legends, traditions, celebrations, foods, symbols, and images), social institutions (political, educational, economic, family, and religious), and achievements of a particular group of people.

    “Culture is complex and represents customs (not just beliefs, but may include ceremonies, rituals, myths, legends, traditions, celebrations, foods, symbols, and images), social institutions (transcend beyond a country, such as political, educational, economic, family, and religious institutions), and achievements of a particular group of people (Birukou et al., 2013).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Birukou et al., 2013 source

      The indexed passages contain IRIS repository metadata and a PDF listing, but no text defining culture. Searches for the listed customs and for social institutions and group achievements returned no relevant passage; the paper's substantive text may be missing from our copy. (LLM, conf=0.72)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation

    Culturally responsive pedagogy (CRP) is an approach toward equitable and socially just mathematics teaching.

    “When defining culture as dynamic and nested, Nolan and Xenofontos (2023) maintain that culturally responsive pedagogy (CRP) is an approach toward equitable and socially just mathematics teaching.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Nolan & Xenofontos, 2023 source
  • Classified as probably not a substantial claim.

    Premisecitation

    Non-human actors or things could be natural, cultural, or artifacts.

    “Borba (2021) explained that non-human actors or things could be natural (e.g., environment) or cultural (e.g., symbols or images that represent a student’s culture/background), or they could be artifacts (e.g., software, hardware, internet, apps).”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Borba, 2021 source

      In “Philosophy of mathematics education and agency in the notion of humans-with-media” (page unavailable), Borba discusses natural and cultural things as non-human agents and identifies software, hardware, and the Internet as artifacts. The cited passages do not give the specific example of symbols or images representing a student’s cultural background, or identify apps as an example. (LLM, conf=0.86)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Another student explained to his peers how to add aesthetic features, such as music and sound effects, that could play in the background as the animated characters moved.

    “Another student explained to his peers how to add aesthetic features, such as music and sound effects, that could play in the background as the animated characters moved.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    In Fig. 3, the student coded one character, Raccoon 1, to rotate at a speed of 4.5 m forward in a time-lapse of 1 s (4.5 m/s) around the x, y, and z axes compared with the other character, Racoon 2, which took 2 s to rotate around the axes.

    “In Fig. 3, the student coded one character, Raccoon 1, to rotate at a speed of 4.5 m forward in a time-lapse of 1 s (4.5 m/s) around the x, y, and z axes compared with the other character, Racoon 2, which took 2 s to rotate around the axes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    In the sequence of code, the raccoons followed a linear path (4.5 m forward in 1 s) and a non-linear path (turn 90° clockwise around the x, y, and z axes starting at the coordinate x = 90, y = 0, and z = 1).

    “In the sequence of code, the raccoons followed a linear path (4.5 m forward in 1 s) and a non-linear path (turn 90° clockwise around the x, y, and z axes starting at the coordinate x = 90, y = 0, and z = 1).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Instructors found that some students succeeded in incorporating their culture and background into their digital designs while others struggled to make those connections and go more in-depth.

    “The instructors found that “some students [succeeded in incorporating their culture and background into their digital designs while others] struggled to make those connections […] so then some of them would like, struggle to go more in-depth,” during the cultural component of the activity (Instructor 3, Years 2 and 3).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    To create a sense of urgency, the student coded screen-based characters to cover 30 m in 5 s, ensuring swift movement in unison.

    “To create a sense of urgency, the student coded these screen-based characters so they could, in the simulation, cover 30 m in 5 s, ensuring their swift movement in unison (toward safety in this scenario).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Another individual expressed a desire to venture beyond their own culture and background, stating she wished to explore something not connected to her at all.

    “Additionally, another individual expressed a desire to venture beyond their own culture and background, stating she wished to “explore something that […] is not connected to [her] at all.””
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The researchers found that while it was exciting for students to view the 360° virtual world through VR goggles, they did not spend as much time interacting with the VR tools because they could not manipulate or interact directly with the 3D objects and animated characters.

    “The researchers found this to be true in that, while it was exciting for students to view the 360o virtual world through the VR goggles, they did not spend as much time interacting with the VR tools, because they were not able to manipulate or interact directly with the 3D objects and animated characters.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Some students were able to see the mathematics in the architecture in mosques and recognize that there is math within our world and make those connections.

    “Some students were able to see the mathematics in the “architecture in mosques […] And so, they’re able to recognise that there is math within our world [… and make] those connections” (Instructor 4, Year 3).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Students were proud of their work and wanted to share it with others.

    “Students were proud of their work and wanted to share it with others.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingreasoning

    The AR and VR integrated activities appeared to motivate and engage students more in the learning process and provided opportunities for them to experiment with and model their mathematical thinking while interacting with the MERGE cube and animating characters in Cospaces Edu.

    “The AR and VR integrated activities appeared to motivate and engage students more in the learning process and provided opportunities for them to experiment with and model their mathematical thinking while interacting with the MERGE cube and animating their characters in Cospaces Edu.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: Students' self-reports and instructor/observer observations accurately reflect their actual engagement, motivation, and learning.
    • Rests on an assumption: The AR and VR activities, rather than novelty or other factors, caused the observed increases in engagement and motivation.
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    Each student was positive and confident in presenting all of their work to their parents, and another student showed his Cospaces work and his MERGE cube work to all the instructors after he finished them.

    “One researcher noted that “each student was positive and confident in presenting all of their work to their parents [… Similarly, another] student showed his Cospaces work and his MERGE cube work to all the instructors after he finished them” (Observer 1, Year 3).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    During the Cospaces activity, one student had problems moving his 3D model, and his friend showed him how to do it.

    “For example, “during the Cospaces activity, one student had problems with how to move his 3D model, and his friend saw [him struggling] and showed him how to do it” (Observer 1, Year 3).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Students experienced spatial understanding through the affordance of VR activities of immersion, whereas AR activities helped make abstract concepts tangible and fostered engagement through interactive overlays.

    “In this study, students experienced spatial understanding through the affordance by VR activities of immersion, whereas AR activities helped make abstract concepts tangible and fostered engagement through interactive overlays.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    Students could make other connections to their culture and explore their own identity.

    “The instructors reflected on how students could make other connections to their culture and explore their own identity.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    Some students created a simulation of characters within a story on a screen, while others created an augmented reality they could interact with using the MERGE cube and handheld device.

    “Some students created a simulation of characters within a story on a screen, while others created an augmented reality that they could interact with using the MERGE cube and handheld device.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    When researchers asked students about cultural connections with respect to AR and VR activities, students highlighted the religious significance of cultural monuments and reflected on their own culture, background, and interests.

    “When the researchers asked students about cultural connections with respect to the AR and VR activities, students highlighted the religious significance of the cultural monuments and reflected on their own culture, background, and interests.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Students had multiple opportunities to engage with AR and VR tools using their senses (sight, sound, touch) to understand better mathematical concepts as they manipulated conditions (scale, angle, distance) and interacted with the 3D virtual environment.

    “As the students interacted with the MERGE cube, smartphone, or tablet, and Cospaces Edu app, they had multiple opportunities to engage with the AR and VR tools using their senses (i.e., sight, sound, and touch) to understand better mathematical concepts, as they manipulated the conditions of (e.g., changed the scale, angle, and distance) and interacted with the 3D virtual environment.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: Students' ability to use their senses and manipulate 3D objects led to better understanding of mathematical concepts.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    One student created a narration about a Chef bot (AI robot) sensing her father's energy levels drop when tired and responding by assisting in the kitchen at her father's restaurant.

    “For example, one student created a narration about a Chef bot (AI robot), sensing her father’s energy levels drop when he is tired and responding to this need by assisting in the kitchen at her father’s restaurant (see Figs. 5 and 6).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Overarching themes emerged from the data: student motivation and engagement, communication and discourse through digital storytelling, and students' funds of knowledge, cultures, backgrounds, and interests.

    “Overarching themes emerged from the data, such as student motivation and engagement, communication and discourse through digital storytelling, and students’ funds of knowledge, cultures, backgrounds, and interests.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The mathematical concepts manifest through manipulation of 3D shapes, coding for object control, and exploration of various angular orientations within the virtual environment.

    “These concepts manifest through the manipulation of 3D shapes, coding for object control, and exploration of various angular orientations within the virtual environment.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    One instructor noted that most students seemed to interact with each other more during the AR and VR centers, forming small groups with different students who they had not previously worked with throughout the camp and explored the tools together.

    “One instructor noted that most “students seemed to interact with each other more during the AR and VR centers, they formed small groups with different students who they had not previously worked with throughout the [STEAM] camp and explored the tools together” (Instructor 1, Year 2).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Students said the tools and process of animating and simulating inspired them to create and animate game-like characters, some of which they felt embedded in the game as one of the characters.

    “Students said the tools and process of animating and simulating inspired them to create and animate game-like characters, some of which they felt embedded in the game as one of the characters.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Students appeared to be highly engaged when they were designing their digital story in the 360° platform and creating their own virtual world using Skybox AI.

    “Although this seems to be a limitation of the VR technologies, students appeared to be highly engaged when they were designing their digital story in the 360o platform and creating their own virtual world using Skybox AI.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Students' self-reports and instructor/observer observations accurately reflect their actual engagement, motivation, and learning.
  • May combine two claims.

    Findingown data

    In this study, digital storytelling not only supports a deeper understanding of mathematical concepts by representing those ideas in a story but also encourages active student participation by enriching the overall learning experience.

    “In this study, the researchers found that digital storytelling not only supports a deeper understanding of mathematical concepts by representing those ideas in a story but also encourages active student participation by enriching the overall learning experience.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    Students reported that coding, math, animation, and 3D are all types of math that can lead to different activities like games and programming robots.

    “A student explained, “I learned that coding, math, animation, and 3D are all types of math that can lead to different activities like games and programming robots” (P38, Year 3)”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Another student created a story around a common fantasy animal and a magical unicorn, using her vernacular language to express the animated characters' ideas and thoughts.

    “Another student created a story around a common fantasy animal and a magical unicorn, using her vernacular language (slang and colloquial words and phrases) to express the animated characters’ ideas and thoughts (represented in words coded for the character to say).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    In one design scenario, a student crafted a narrative focused on the rescue of baby animals pursued by enigmatic creatures in a dense forest.

    “For example, in one design scenario, a student crafted a narrative focused on the rescue of baby animals (a baby pig and a baby sheep) who were being pursued by enigmatic creatures in a dense forest.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingcitation

    Through observations, AR technologies led to more engaging and immersive interactions as students manipulated scale factors and relative position of virtual objects by zooming in and out and rotating the MERGE cube, thus enhancing their visual-spatial reasoning.

    “Through observations, it seemed that AR technologies lead to more “engaging and immersive interactions” (Angraini et al., 2023, p. 1035), as the students manipulated the scale factors and relative position of the virtual objects by zooming in and out using their fingers on the touch screen device and rotating the MERGE cube itself (see Fig. 7). Thus, they enhanced their visual–spatial reasoning.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Angraini et al., 2023 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Students could increase or decrease the scale by using their fingers on the tablet surface.

    “Students were also able to increase or decrease the scale by using their fingers and moving them on the surface of the tablet.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    During AR and VR activities, most students appeared to associate culture simply with their faith-based beliefs or country of origin, while other students incorporated symbols and images that represented their customs and practices.

    “During the AR and VR activities, most students appeared to associate culture simply with their faith-based beliefs or country of origin, while other students incorporated symbols and images that represented their customs and practices.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    This student was invested in this narrative when she explored possible solutions to reduce her father's workload and how the Chef bot could lighten his load and alleviate pressures of running a restaurant.

    “This student was invested in this narrative when she explored possible solutions to reduce her father’s workload and how the Chef bot could lighten his load and alleviate some of the pressures of running a restaurant.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingreasoning

    Students were drawn to and interested in creating their own digital animations in Cospaces Edu.

    “Students were drawn to and interested in creating their own digital animations in Cospaces Edu.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    The variation in student time and effort made it difficult for timing because some students put in much time and effort while others finished more quickly.

    “This made it difficult for timing because, “some students would put so much time and effort into it, and then others maybe, like finished more quickly” (Instructor 3, Years 2 and 3).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    One instructor explained that some students who figured out features of programs/apps/tools earlier aided their peers.

    “One instructor explained, “some students, who figured out the features of the programs/apps/tools earlier aided their peers” (Instructor 2, Year 2).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Findingnone given

    Immersive technologies pose challenges such as technical issues, hardware limitations, and navigation challenges (e.g., using the touch screen device and accessing the app).

    “While these immersive technologies offer unique affordances and opportunities, they also pose challenges such as technical issues, hardware limitations, and navigation challenges (e.g., using the touch screen device and accessing the app).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    There has been a shift in technology trends focusing more on a tangible user interface mixing physical and digital interactions in story making.

    “Quah and Ng (2022) noticed that “there has been a shift in technology trends focusing more on [a tangible user interface] mixing physical and digital interactions in story making” (p. 851)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Quah & Ng, 2022 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Technology-supported storytelling activities have been used as an effective method to improve students' motivation and engagement in learning.

    “To improve students’ motivation and engagement in learning, “technology-supported storytelling activities have been used as an effective method of achieving these goals […] AR is one such new technology that has attracted attention and can be used in storytelling” (Yilmaz & Goktas, 2017, p. 75).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Yilmaz & Goktas, 2017 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Digital storytelling may provide students with the opportunity to explore multicultural and cross-cultural stories, developing creativity and social and cultural awareness.

    “Digital storytelling may provide students with the opportunity to explore “multicultural and cross-cultural stories […] developing creativity and social and cultural awareness” (as cited in Quah & Ng, 2022, p. 855; Sylla et al., 2019).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Quah & Ng, 2022 source
    • cites Sylla et al., 2019 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Digital storytelling humanizes technology as students explore their lived experiences and self-identity through personal and relational interactions with friends, family, and community.

    “For example, Hill and Grinnell (2014) noted that digital storytelling humanizes technology as students explore their lived experiences and self-identity through personal and relational interactions with friends, family, and community.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Hill & Grinnell, 2014 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Digital storytelling can be used as an educational method to enhance students' expression, communication, and digital skills.

    “Digital storytelling can be used as an educational method to enhance students’ expression, communication, and digital skills (Del-Moral-Pérez et al., 2019).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Del-Moral-Pérez et al., 2019 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Digital storytelling has been used to promote literacy and cross-curricular skills through the integration of science, mathematics, and social science.

    “Specifically, digital storytelling has been used to promote literacy and cross-curricular skills through the integration of science, mathematics, and social science (Quah & Ng, 2022).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Quah & Ng, 2022 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    AR and VR technologies by themselves do not teach; they must be carefully and effectively implemented to assist in the learning process.

    “Chen (2010) argued that AR and VR technologies are “merely [… tools which] by themselves do not teach. They have to be carefully and effectively implemented to assist in the learning process” (p. 73).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Chen, 2010

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Despite important work related to CRMT and storytelling in mathematics education, the two research studies have remained largely separated, and little is known about if and how storytelling supports students' mathematics learning in sociocultural contexts.

    “Sum et al. (2024) noted that “despite the important work related to CRMT and storytelling in mathematics education, the two research studies have remained largely separated, and little is known about if and how storytelling supports students’ mathematics learning in […] sociocultural contexts” (pp. 637–638).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Sum et al., 2024 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Digital storytelling can be perceived as an educational strategy that significantly boosts expressive and communication skills as well as enhances digital competencies.

    “Digital storytelling can be perceived as an educational strategy that significantly boosts expressive and communication skills as well as enhances digital competencies (Del-Moral-Pérez et al., 2019).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Del-Moral-Pérez et al., 2019 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Discourse among students sharing ideas in multimedia environments becomes a new means of expression and a new avenue in the production of knowledge.

    “Borba (2012) discussed the power of discourse among students when “sharing their ideas in multimedia environments [through images, words, and sounds this] multimodal discourse becomes a new means of expression [… and new avenue] in the production of knowledge” (p. 803).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Borba (2012) source
  • May combine two claims.

    Interpretationown data

    The results of the study reveal that AR and VR technologies facilitate increased communication, discourse, and peer-assisted learning, promoting collaboration and inclusivity.

    “The results of our study reveal that AR and VR technologies facilitate increased communication, discourse, and peer-assisted learning, promoting collaboration and inclusivity.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationown data

    The study sheds light on the application of digital storytelling in mathematics education, offering a means to provide a deeper and more meaningful learning experience.

    “Furthermore, our study sheds light on the application of digital storytelling in mathematics education, offering a means to provide a deeper and more meaningful learning experience.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Digital storytelling humanizes technology as students explore their culture, background, and interests through personal and relational lived experiences.

    “Further, digital storytelling humanizes technology as students explore their culture, background, and interests through personal and relational lived experiences (Hill & Grinnell, 2014).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Hill & Grinnell, 2014 source
  • May combine two claims.

    Interpretationown data

    To create and animate their MERGE cube, students had to integrate mathematical aspects such as lines, measurements, symmetry, area, and volume into the design of monuments and manipulate 3D objects by scaling and rotating.

    “To do that, they had to integrate some mathematical aspects, such as lines, measurements, symmetry, area, and volume into the design of the monuments and manipulate the 3D objects by increasing/decreasing the scale and rotating it three-dimensionally, among other transformations.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    The integration of AR and VR technologies fosters a collaborative and inclusive educational environment.

    “Beyond its impact on individual learning, the integration of AR and VR technologies fosters a collaborative and inclusive educational environment.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    The CRMT tool is essential to student learning.

    “Aguirre and del Rosario Zavala (2013) argue that the CRMT tool is “essential to student learning” (p. 164)”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Aguirre & del Rosario Zavala, 2013 source
  • Classified as probably not a substantial claim.

    Premisecitation

    Knowledge is produced together with a given medium or technology of intelligence through a collective process described as humans-with-media, humans-with-technology, or humans-with-technology-of-intelligence, where humans and non-human actors both have agency.

    “According to Borba and Villarreal (2005), “knowledge is produced together with a given medium or technology of intelligence” (p. 23) through a collective process which they describe as humans-with-media, humans-with-technology, or humans-with-technology-of-intelligence, where humans and non-human actors both have agency.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Borba & Villarreal, 2005 source
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    CRP facilitates, honors, builds on, and draws from the culture, knowledge, and language of students, teachers, and local community.

    “Certain researchers such as Nicol et al. (2013) define CRP in the context of cultures of groups of people and as an approach that facilitates, honors, builds on, and draws from the “culture, knowledge, and language of students, teachers, and local community” (p. 76).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Nicol et al., 2013 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Students believed that collaborating with peers would enhance their understanding of the content, even though it might require increased effort on their part.

    “Chen (2008) also indicated that students believed that collaborating with peers would enhance their understanding of the content, even though it might require increased effort on their part.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Chen (2008)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationown data

    The above responses underscore the diverse interests of the students and their motivations to explore cultural and personal experiences through AR and VR technologies.

    “The above responses underscore the diverse interests of the students and their motivations to explore cultural and personal experiences through AR and VR technologies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Digital storytelling serves as a pedagogical bridge between home and school contexts.

    “Furthermore, it serves as a “pedagogical bridge between home and school contexts” (p. 648).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Sum et al.’s (2023) source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Digital storytelling promotes literacy skills, information and communication technology literacy, social and cultural awareness, critical thinking and problem solving, and communication.

    “This is echoed by Quah and Ng’s (2022) results that digital storytelling promotes literacy skills, information, and communication technology literacy, social and cultural awareness, critical thinking and problem solving, and communication.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Quah and Ng’s (2022) source
  • May combine two claims.

    Premisecitation

    The value of a well-structured storytelling activity can increase student performance and provide support and rich linguistic and non-linguistic resources for deepening understanding in mathematics education.

    “This is in line with Sum et al.’s (2023) conclusions that the value of a well-structured storytelling activity can increase student performance and provide support and “rich linguistic and non-linguistic resources for deepening their understanding” (p. 646) in mathematics education.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Sum et al.’s (2023) source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Humans are constituted by technologies that transform and modify their reasoning, and humans constantly transform these technologies.

    “Borba and Villarreal (2005) stated that “humans are constituted by technologies that transform and modify their reasoning and, at the same time, these humans are constantly transforming these technologies” (p. 22).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Borba and Villarreal (2005) source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The CRMT tool provides specific guideposts to meet the diverse mathematics learning needs of students by integrating mathematical thinking, language, and culture into the curriculum.

    “According to Aguirre and del Rosaria Zavala (2013), “CRMT tool provides some specific guideposts to meet the diverse mathematics learning needs of their students” (p. 178) by integrating mathematical thinking, language, and culture into the curriculum.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aguirre and del Rosaria Zavala (2013) source
  • May combine two claims.

    Interpretationown data

    The study emphasizes the advantages of tailoring AR and VR activities to students' cultural backgrounds and interests, thereby providing opportunities for exploring diverse cultures and encouraging personal discovery (self-identity).

    “Additionally, our study emphasizes the advantages of tailoring AR and VR activities to students’ cultural backgrounds and interests, thereby providing opportunities for exploring diverse cultures and encouraging personal discovery (self-identity).”
    Quote in the paperSubstantial claim
68 of 68
  • The paper relies on this without support.

    The six selected CRMT dimensions are adequate to interpret and analyze the data.

    “Second, researchers selected six of the eight CRMT tool dimensions related to the focus of the study to interpret and analyze the data collected: intellectual support, depth of student knowledge and understanding, subject analysis, communication and discourse, student engagement, and the integration of the students’ funds of knowledge, cultures, and backgrounds (Aguirre & del Rosario Zavala, 2013)”
  • The paper relies on this without support.

    Students' self-reports and instructor/observer observations accurately reflect their actual engagement, motivation, and learning.

    “Overall, students appeared to be more engaged during the AR and VR integrated activities compared with earlier lessons, which were solely screen-based and did not include either digital or physical tangibles.”
  • The paper relies on this without support.

    The AR and VR activities, rather than novelty or other factors, caused the observed increases in engagement and motivation.

    “Their motivation and engagement appeared to be enhanced by the interaction with the 3D and game-like environment and the opportunity to create their own augmented reality (Schutera et al., 2021).”
  • The paper relies on this without support.

    Students' ability to use their senses and manipulate 3D objects led to better understanding of mathematical concepts.

    “As the students interacted with the MERGE cube, smartphone, or tablet, and Cospaces Edu app, they had multiple opportunities to engage with the AR and VR tools using their senses (i.e., sight, sound, and touch) to understand better mathematical concepts, as they manipulated the conditions of (e.g., changed the scale, angle, and distance) and interacted with the 3D virtual environment.”
  • The paper relies on this without support.

    Students' incorporation of cultural symbols and monuments indicates a meaningful connection between their culture and mathematics.

    “The students appeared to incorporate seamlessly the mathematics and cultural aspects of their digital creations as they shared their projects with the instructors/researchers.”
5 of 5

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Camp attendance totals conflict

    Minor

    The paper says 91 elementary students attended the camp, but then describes 92 elementary students as the pool from which study participants consented.

  • Sum et al. study has conflicting citation years

    Minor

    The discussion cites Sum et al. as 2023, while the paper's reference list gives the cited study as 2024.

  • Earlier lessons described as both screen-only and hands-on

    Minor

    The results describe earlier lessons as solely screen-based and without physical tangibles, whereas the methodology says students programmed robots and crafted with physical materials in the earlier days of camp.

3 of 3

Cites

Flagged first, then by citations

Research works printed but not linked: 3

  1. Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 Annual American Educational Research Association Meeting (vol. 1, p. 25). https://scratched.gse.harvard.edu/ct/files/AERA2012.pdf
  2. Chen, Y.-C. (2008). Peer learning in an AR-based learning environment. In 16th International Conference on Computers in Education (pp. 291–295). https://www.researchgate.net/publication/229053384_Peer_Learning_in_an_AR-based_Learning_Environment
  3. Cresswell, J. (2012). Chapter 4: Five qualitative approaches to inquiry. Sage Publications.

Cited by

Sorted by citations

Authors
Bertrand, M. G., Sezer, H. B., & Namukasa, I. K.
Affiliations
Western University (CA)
Corresponding author
Bertrand, Marja Gabrielle
Venue
Digital Experiences in Mathematics Education
Published
2024-08-23
Volume
10
Issue
3
Pages
462-486
ISSN
  • 2199-3246 (ISSN-L)
  • 2199-3254
OpenAlex
W4401798622
Cited by
28
References
47
Citations by year
2026: 14 · 2025: 13 · 2024: 1
FWCI
3.90
Type
journal article
Language
en
Open access
Locations
  • Digital Experiences in Mathematics Education (publishedVersion, cc-by-nc-nd)
  • Research Square (acceptedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by-nc-nd)
  • PubMed (publishedVersion)
Funders
Social Sciences and Humanities Research Council of Canada
Topics
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Social Sciences › Education › Mathematics Education and Teaching Techniques
  • Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
Keywords
augmented reality, virtual reality, culturally responsive teaching, mathematics education, game design, block-based programming, storytelling, cultural artifacts, student motivation, mathematical modeling, spatial reasoning, junior high school students

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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

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