2002
DOI: 10.1046/j.0266-4909.2001.00222.x
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A virtual reality application for geometry classes

Abstract: In communicating information about geometric figures, one drawing may be worth many hundreds of words and, therefore, visualisation aids for complicated three-dimensional (3-D) solid objects are very helpful for both teacher and students. This paper describes the use of the Virtual Reality Modelling Language (VRML) to visualise 3-D objects for middle school geometry classes in a networked environment and shows its usefulness for both teacher and students. In class, the teachers use VRML objects retrieved from … Show more

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Cited by 43 publications
(21 citation statements)
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“…Therefore, despite the evidence showing a stronger sense of presence leading to better learning in VR (Lee, Wong, & Fung, 2010), most existing studies have attributed VR's educational benefits to interactivity and 3D representations (Merchant et al, 2014), rather than presence. Such features in virtual simulations or games allow learners to build 3D objects or manipulate parameters in interactive virtual environments, which improve their learning outcomes in mathematics (Pasqualotti & Freitas, 2002;Song & Lee, 2002) or sciences (Galas & Ketelhut, 2006;Merchant et al, 2014). Other studies examining the effectiveness of virtual worlds found enhanced learners' satisfaction (Dickey, 2005) and social interaction in virtual spaces (Bailey & Moar, 2001;Ke & Im, 2013).…”
Section: Presence and Learning In Immersive Vrmentioning
confidence: 99%
“…Therefore, despite the evidence showing a stronger sense of presence leading to better learning in VR (Lee, Wong, & Fung, 2010), most existing studies have attributed VR's educational benefits to interactivity and 3D representations (Merchant et al, 2014), rather than presence. Such features in virtual simulations or games allow learners to build 3D objects or manipulate parameters in interactive virtual environments, which improve their learning outcomes in mathematics (Pasqualotti & Freitas, 2002;Song & Lee, 2002) or sciences (Galas & Ketelhut, 2006;Merchant et al, 2014). Other studies examining the effectiveness of virtual worlds found enhanced learners' satisfaction (Dickey, 2005) and social interaction in virtual spaces (Bailey & Moar, 2001;Ke & Im, 2013).…”
Section: Presence and Learning In Immersive Vrmentioning
confidence: 99%
“…web-based learning). The underlying reason could be the use of VR in web-based learning is proliferating, for instance, in studies of Li et al (2002), Ong & Mannan (2004), Song & Lee (2002), Sharda et al (2004), Kim et al (2001), Creddy et al (2007), and Monahan, McArdle & Bertolotto (2008). Thus, technology-mediated learning model could help to shed some light on the learning effectiveness with VR technology.…”
Section: Fig 1 Conceptual Framework Of the Outcomes And Their Causamentioning
confidence: 99%
“…Additionally, teeter-totters, the preferred model used for discussing levers had been removed from this town's playground over five years previously. Mr. R's experiences reflect the experiences of other teachers who find current models for conveying abstract concepts lacking (Song, Han and Lee, 2000;Wang and Hu, 2000, Trindade and Fiolhais, 2000.…”
Section: Participantsmentioning
confidence: 73%