Learning Algebra via self-study using Mixed Reality and the Microsoft HoloLens 2 Headset
Abstract
This study explores the use of mixed reality (MR) glasses, specifically the HoloLens 2, for Algebra learning. Students initially took a paper-based algebra test, followed by group-specific interventions for addressing incorrect answers. The experimental group used HoloLens 2 with step- by-step equation-solving software, while the control groups utilized paper-based or conventional study tools. Post-intervention, all groups retook the test. Despite no clear distinctions in improvement between groups through statistical analysis, qualitative feedback and comparisons showed promising trends. While ANOVA and t-tests didn’t reveal significant differences, students with higher initial scores faced greater challenges in improvement. Despite starting with the highest mean scores, the experimental group demonstrated better improvement than the paper-based control group and simi lar improvement to the group with freely chosen tools. Conducting a future experiment with a larger sample set, focusing on students with identical initial scores, may unveil significant differences. In summary, the study suggests that the HoloLens 2 intervention, despite initial advantages, yielded com- parable improvements to conventional tools. Further investigations, especially with a refined experimental design, could provide deeper insights into the effectiveness of MR tools for Algebra learning.
References
Coimbra, M. T., Cardoso, T., & Mateus, A. (2015). Augmented reality: An enhancer for higher education students in math’s learning? [Proceedings of the 6th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion]. Procedia Computer Science, 67 , 332–339. https://doi.org/10.1016/j.procs.2015.09.277
Dimitrov, D. M., Rumrill, D. P. Jr. (2003). Pretest-posttest designs and measurement of change. Work, 20 (2), 159–165.
Fernández-Enríquez, R., & Delgado-Martín, L. (2020). Augmented Reality as a Didactic Resource for Teaching Mathematics. Applied Sciences, 10(7), 2560. https://doi.org/10.3390/app10072560
GeoGebra. (2023). What is geogebra ? https://www.geogebra.org/about
Kang, K., Kushnarev, S., Wei Pin, W., Ortiz, O., & Chen Shihang, J. (2020). Impact of virtual reality on the
visualization of partial derivatives in a multivariable calculus class. IEEE Access, 8, 58940–58947. https://doi.org/10.1109/ACCESS.2020.2982972
Khronos Group. (2024). Openxr. https://www.khronos.org/openxr/
Mahmoud, K., Harris, I., Yassin, H., Hurkxkens, T. J., Matar, O. K., Bhatia, N., & Kalkanis, I. (2020). Does immersive
VR increase learning gain when compared to a non-immersive VR learning experience? In P. Zaphiris & A. Ioannou (Eds.), Learning and collaboration technologies. human and technology ecosystems (pp. 480–498). Springer International Publishing. https://doi.org/10.1007/978- 3-030- 50506-6_33
Martín-Gutiérrez, J., Fabiani, P., Benesova, W., Meneses, M. D., & Mora, C. E. (2015). Augmented reality to promote
collaborative and autonomous learning in higher education [Computing for Human Learn- ing, Behaviour and Collaboration in the Social and Mobile Networks Era]. Computers in Human Behavior, 51, 752–761. https://doi.org/10.1016/j.chb.2014.11.093
Mathpix. (2024). https://mathpix.com
McNeill S. (2018) Teaching Math with Microsoft Hololens,
https://samuelmcneill.com/2018/08/13/teaching-maths-with-microsoft-hololens/
Microsoft. Hololens 2 (2024). https://www.microsoft.com/pt-br/hololens/hardware
Microsoft. (2023b). Hololens 2. https://www.microsoft.com/en-us/hololens (2024). Mixed reality toolkit. https://learn.microsoft.com/en-us/windows/mixed-reality/mrtk-unity/mrtk3-overview/
Montoya, D. B., Plascencia, M. L., & Herrera, L. M. (2021). The role of reality enhancing technologies in teaching
and learning of mathematics. Computers & Electrical Engineering, 94, 107287. https://doi.org/10.1016/j.compeleceng.2021.107287
OpenAI. (2024). Chatgpt https://openai.com/blog/chatgpt
Park, S., Bokijonov, S., & Choi, Y. (2021). Review of microsoft hololens applications over the past five years. Applied
Sciences, 11 (16). https://doi.org/10.3390/app11167259
Photomath. (2024). https://photomath.com
Peyethagorean (2024) Hololens 2 demo Youtube video. https://youtu.be/YjL-PanAufE?si=XixvclhW08aIEijw
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive vir- tual
reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
Sattar, M. U., Palaniappan, S., Lokman, A., Hassan, A., Shah, N., & Riaz, Z. (2019). Effects of virtual real- ity training
on medical students learning motivation and competency. Pakistan Journal of Medical Sciences, 35 (3), 852–857. https://doi.org/10.12669/pjms.35.3.44
Shaghaghian, Z., Burte, H., Song, D. et al. (2024). An augmented reality application and experiment for understanding
and learning spatial transformation matrices. Virtual Reality 28, 12. https://doi.org/10.1007/s10055-023-00904-x
Serdar, C. C., Cihan, M., Yücel, D., & Serdar, M. A. (2021). Sample size, power and effect size revisited: Simplified
and practical approaches in pre-clinical, clinical, and laboratory studies. Biochem. Med. (Zagreb), 31 (1), 010502. https://doi.org/10.11613/bm.2021.010502
Stepan, K., Zeiger, J., Hanchuk, S., Del Signore, A., Shrivastava, R., Govindaraj, S., & Iloreta, A. (2017). Immersive
virtual reality as a teaching tool for neuroanatomy. International Forum of Allergy & Rhinology, 7 (10), 1006–1013. https://doi.org/10.1002/alr.21986
Unity Technologies. (2024). Unity Software. https://unity.com
Wello Soft. (2024). Texdraw https ://assetstore. unity. com/ packages / tools /gui/ texdraw-51426
Wolfram. (2024). Wolfram|alpha full results api reference. https://products.wolframalpha.com/api/documentation
Wolfram Alpha LLC. (2023). About wolfram|alpha. https://www.wolframalpha.com/about
Zaccardi, S., Frantz, T., Beckwée, D., Swinnen, E., & Jansen, B. (2023). On-Device Execution of Deep Learning
Models on HoloLens2 for Real-Time Augmented Reality Medical Applications. Sensors, 23(21), 8698. https://doi.org/10.3390/s23218698

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.