Figure 1: Our paper presents an interdisciplinary framework for embodiment and discusses design opportunities for Virtual Reality (vr) embodied learning interactions through use cases such as: (a) the digital avatar is used to embody mathematical concepts, (b) the learner interacts with mathematical objects [8], (c) the virtual world grounds abstract mathematics in embodied concreteness, that is a highly embodied, situated and relatable context [10]. Images adapted and used with authorization.