On the Potential of Augmented Reality for Mathematics Teaching with the Application cleARmaths
Open accessAbstract
Learning content in mathematics, such as vector geometry, is still predominantly taught in an abstract manner, as the visualization and interaction of three-dimensional problems are limited with classical forms of teaching such as blackboard lessons or exercise sheets. This research article proposes the use of augmented reality (AR) in mathematics education. The proposed approach aims at easing the learning process related to vector geometry currently taught in senior mathematics classes by using intuitive visualization. The article introduces the concept of AR and presents the didactic foundations and the influence on the learning process based on an extensive literature review. Although studies see great potential in the use of AR for teaching mathematics, the method has so far hardly been used in schools. This can be mainly explained by the technological entry barrier of AR and the lack of simple, robust AR applications, in particular for vector geometry. To fill this gap, the authors developed “cleARmaths”, a developed android application for augmented reality-based teaching in vector geometry that allows widespread use. As a didactical concept, some example exercises sessions with the app are proposed, demonstrating how the app could be used in a mathematics classroom. Finally, the app was evaluated in a mathematics class and the results analyzed in a detailed study. It was found by the teacher and students to be beneficial and amusing, demonstrating the potential for AR in mathematics classes.
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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.”
From Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies (2024) · cites this paper as Schutera et al., 2021
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 measuredStudents' 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).”
From Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies (2024) · cites this paper as Schutera et al., 2021
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 measuredThere 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).”
From Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies (2024) · cites this paper as Schutera et al., 2021
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Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies
Bertrand, M. G., Sezer, H. B., & Namukasa, I. K. (2024) · Digital Experiences in Mathematics Education · doi:10.1007/s40751-024-00152-x · Cited by 28 · see citing works
- Authors
- Schutera, S., Schnierle, M., Wu, M., Pertzel, T., Seybold, J., Bauer, P., Teutscher, D., Raedle, M., Heß-Mohr, N., Röck, S., & Krause, M. J.
- Affiliations
- Karlsruhe Institute of Technology (DE)
- Esslingen University of Applied Sciences (DE)
- Technische Hochschule Mannheim (DE)
- Corresponding author
- Teutscher, Dennis
- Venue
- Education Sciences
- Publisher
- MDPI AG
- Published
- 2021-07-21
- Volume
- 11
- Issue
- 8
- Pages
- 368
- ISSN
- 2227-7102 (ISSN-L)
- OpenAlex
- W3186811206
- Cited by
- 82
- References
- 1
- Citations by year
- 2026: 14 · 2025: 22 · 2024: 19 · 2023: 18 · 2022: 8 · 2021: 1
- FWCI
- 4.00
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Education Sciences (publishedVersion, cc-by)
- Repository KITopen (Karlsruhe Institute of Technology) (submittedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- KITopen (cc-by)
- 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 › Information Systems › Multimedia Learning Systems
- Keywords
- augmented reality, mathematics education, vector geometry, 3D visualization, Android application, student assessment
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