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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Retrieved May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1016/j.tine.2014.02.003</article-id>
      <title-group>
        <article-title>Towards a Virtual Reality Ecosystem Model to Support Children in Learning Basic Mathematics.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Miguel Angel Ortiz-Esparza</string-name>
          <email>miguel.ortiz@cimat.mx</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Humberto Muñoz-Bautista</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luis Angel Arroyo-Morales</string-name>
          <email>luis.arroyo@cimat.mx</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Claudia Acra-Despradel</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klinge Villalba-Condori</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>940</institution>
          ,
          <addr-line>Ciudad Universitaria, C.P. 20100, Ags, Ags.</addr-line>
          <country country="MX">México</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Center for Research in Mathematics</institution>
          ,
          <addr-line>Quantum Knowledge City, Zacatecas</addr-line>
          ,
          <country country="MX">Mexico</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Autónoma de Aguascalientes</institution>
          ,
          <addr-line>Av. Universidad</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Universidad Católica de Santa María</institution>
          ,
          <addr-line>Urbanización San José s/n, Arequipa, 04013</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Universidad Nacional Pedro Henríquez Ureña</institution>
          ,
          <addr-line>Santo Domingo</addr-line>
          ,
          <country country="DO">Dominican Republic</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>7</volume>
      <issue>2023</issue>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Nowadays, the teaching of mathematics has been modified as electronic instruments advance. Throughout history, teaching has evolved in an impressive way. Today, education is not immune to all these changes, and therefore, it relies on current technology. One of the most important branches of this evolution in mathematics education is virtual reality. In Mexico, there are several lines of research to develop mathematical skills. This is why this work conducts an investigation into the implementation of virtual reality applied to mathematics education with a pedagogical focus and supported by a multidisciplinary group. This is achieved through an ecosystem model that helps create, implement, and provide feedback on current technology. This work proposes a case study, its implementation, and the acquisition of implementation results, which are subsequently analyzed.</p>
      </abstract>
      <kwd-group>
        <kwd>Realidad virtual</kwd>
        <kwd>ecosistema digital</kwd>
        <kwd>matemáticas</kwd>
        <kwd>educación básica</kwd>
        <kwd>1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Elementary education is fundamental to establish the foundations of knowledge for future
professionals. It is especially crucial to develop a solid understanding of basic sciences and
mathematics. However, the COVID-19 pandemic has brought about a transformation in the way
education is delivered, incorporating the use of technological tools to offer virtual education,
which is becoming a trend for the future of education.</p>
      <p>
        This approach has had a significant impact on math learning outcomes, both for students and
teachers at all educational levels [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In response to the effects of the pandemic, education has
had to evolve, and emerging technologies such as virtual reality (VR) and augmented reality (AR)
have emerged as alternatives to provide distance education [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. These technologies have the
potential to be used as asynchronous and remote tools that allow students at any level to interact
with educational content at a time and place that suits their needs and learning conditions [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>According to data presented by the OECD (Organization for Economic Cooperation and
Development) in 2018, through the Programme for International Student Assessment (PISA),
Mexico significantly lags behind the average in reading, mathematics, and science skills.</p>
      <p>
        Regarding mathematical skills, it is observed that 56% of students show an insufficient level
of competence, while only 0.5% manage to reach a level of excellence. These data contrast
significantly with the previously presented report, where 24% and 11% were recorded,
respectively [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Likewise, according to the results obtained in the PLANEA test (National Plan for
the Evaluation of Learning) applied in 2018 to sixth grade primary school students, 59% of
students have an insufficient level in mathematics, in contrast to the 15% that reach a sufficient
level and 8% that achieve an excellent level [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Considering the findings mentioned above, the objective of this work is to propose and
evaluate an ecosystem model of virtual reality environments that contributes to improving
mathematical skills in basic education. Virtual reality (VR) environments will be used with a
playful design that encourages learning, taking advantage of the intrinsic capacity of virtual
reality to motivate and capture attention in pedagogical aspects [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <p>One of the most relevant theories in the acquisition of initial knowledge in the history of
humanity is, without a doubt, Piaget's theory. These theories generate basic and fundamental
concepts in the educational field, allowing us to understand how children acquire knowledge and
cognitively evolve through different stages or stages. In this work, we consider it vitally important
to identify the characteristics of each cognitive stage to adapt teaching methodologies and
teaching resources to the needs of each student [17].</p>
      <p>In that same sense, the use of Virtual Reality-Learning (VR-Learning) can be a valuable tool to
improve the understanding and learning of mathematical concepts in children. VR creates an
immersive and interactive environment that facilitates learning and understanding mathematical
concepts in a playful and entertaining environment.</p>
      <p>A practical example of this is the course “Practical Virtual Reality with a Focus on the Magic
Mobius Strip” [18], which shows how VR can be used in mathematics teaching. This course uses
three-dimensional models to represent a paper ring with the color red on the front and the color
green on the back.</p>
      <p>Other examples of the use of these technologies include the work "Design of Immersive Virtual
Reality for the Teaching of Geometry" [19], which presents a system that uses collaborative
augmented reality as a teaching method and uses dynamic 3D geometry to support mathematical
and geometric education in secondary school. This system allows students to collaborate and
work together in solving mathematical and geometric problems.</p>
      <p>A similar example is the application “VRMath: Building 3D Geometry Knowledge in Virtual
Reality Worlds” [20], which has developed a prototype VR learning environment called VR Math
for learning 3D geometry. The virtual reality interface provides 3D representations of objects that
allow students to interact with them and explore complex mathematical and geometric concepts.</p>
      <p>In the context of mathematics and physics education, the work "Virtual Reality Simulations in
Mathematics and Physics Education" [21] is presented, which shows several VR models for
teaching these subjects. These models help students analyze and understand complex
mathematical and physical concepts and problems.</p>
      <p>The study “Study of Mathematical Geometry Learning Enhanced by Immersive Virtual Reality
Technology” [22] describes an investigation into the use of immersive virtual reality technologies
in teaching mathematical geometry. An immersive virtual reality learning system is used to teach
mathematical geometry concepts. The experimental results show that the use of this system can
improve students' motivation and learning performance in this field. This study indicates that the
use of emerging technologies and digital teaching aids is becoming a trend in mathematics
teaching.</p>
      <p>Finally, the work "Geometry Explorer: Learning Enhanced by Immersive Virtual Reality
Technology" [23] presents the "Geometry Explorer", a virtual reality system that helps students
learn 3D geometry. This system uses a Samsung Gear VR device to allow users to view and
manipulate the size of three-dimensional shapes. Additionally, the system includes a game that
challenges users to calculate the volume of shapes.</p>
      <p>In summary, the use of virtual reality in mathematics education has proven to be an effective
tool to improve the understanding and learning of mathematical concepts. Various studies and
applications have explored the potential of virtual reality in the educational context, both in the
teaching of geometry and in other areas of mathematics and physics. These emerging
technologies are changing the way mathematics is taught and learned, providing interactive,
immersive, and motivating experiences for students.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Problem detected</title>
      <p>
        First of all, it is essential to define the concept of learning in the context of this research.
According to the UNESCO definition, learning refers to the continuous and dynamic process by
which an individual acquires skills, knowledge and attitudes through his or her interaction with
the environment [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        On the other hand, it is important to clarify the concept of teaching, which is the process
through which learning is facilitated by providing students with the skills and knowledge
necessary for their development. The objective of teaching is to create an environment that
encourages learning and allows students to achieve the proposed objectives, taking into account
their individual and social characteristics [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <sec id="sec-3-1">
        <title>3.1. Mathematic´s importance in Learning</title>
        <p>
          Mathematics, as a formal science based on the principles of logic, studies the properties and
relationships of abstract entities, such as numbers, geometric figures, magnitudes and structures.
Furthermore, mathematics is a powerful tool for solving problems and making decisions in
different areas of knowledge. Therefore, it is essential that students develop logical mathematical
thinking and the skills to apply mathematics in real situations [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Attention problems</title>
        <p>
          Attention plays a crucial role in learning school subjects [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. However, various studies [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ],
[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] have shown that distraction is a frequent phenomenon that negatively affects the teaching
and learning process, decreasing academic performance, motivation and self-esteem of students.
Distraction can have an emotional origin or be related to external factors, such as noise,
temperature, lighting, personal problems, and lack of interest, among others. Although the
attention of primary school students depends in part on their neurological development and
individual characteristics, it has been shown that attention can be improved through the use of
innovative teaching strategies adapted to the needs of students [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Lack of access to technology</title>
        <p>The lack of access to technology in educational institutions limits the possibilities of students
and teachers to use technological resources such as computers, tablets, electronic whiteboards,
among others. This situation has a negative impact on student learning, especially those who are
in vulnerable situations[23][24]. According to the data presented in the Study of the impact of
ICT on students [16], the appropriate use of information and communication technologies (ICT)
could improve the academic performance of students with low socioeconomic and cultural levels,
as well as improve your standards of knowledge acquisition.</p>
        <p>This work addresses the problems related to learning and teaching, emphasizing the
importance of mathematics and mathematical competencies. In addition, attention problems in
the educational context and the heterogeneity of knowledge levels among students are analyzed.
Finally, the lack of access to technology and its impact on student learning is examined.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Proposed model</title>
      <p>In this section, the proposed ecosystem model for learning mathematical skills in virtual
environments for basic education students is presented. The main proposition of an ecosystem
consists of four key components: producers, media, consumers and products. Each component
plays a fundamental role in the development and implementation of virtual environments aimed
at improving students' mathematical skills. Each of the elements of the proposed model are
described below according to Figure 1.</p>
      <sec id="sec-4-1">
        <title>4.1.1. Producers</title>
        <p>Producers are groups of developers or technologists dedicated to designing and developing
quality virtual environments. Its primary goal is to support the learning of mathematical skills by
providing students with an interactive and enriching environment. To achieve this, developers
must work closely with teachers, who have valuable information about content, educational
objectives, student profiles, and their individual needs. The feedback that teachers provide to
developers about students' use of virtual environments is particularly important, as it helps them
improve and refine the design of these environments.</p>
        <p>4.1.2. Means</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.1.3. Consumers</title>
      </sec>
      <sec id="sec-4-3">
        <title>4.1.4. Products</title>
        <p>The media are the platforms, repositories or channels that facilitate teachers' and students'
access to these applications. They may include app stores, websites, or other digital media. It is
essential that the media provide a safe and efficient experience, allowing the download,
installation and use of virtual environments in a simple and accessible way for all users. In this
way, teachers and students will be able to take full advantage of the educational advantages that
these environments offer.</p>
        <p>Consumers are students and supporting teachers who use virtual reality environments as an
additional tool to strengthen their mathematical skills in a playful and motivating way, taking
advantage of the features of virtual reality. Students must use the virtual reality environment in
accordance with the instructions and guidance provided by teachers and developers. This helps
students achieve their set learning objectives and get the maximum benefit from these
applications.</p>
        <p>Products play an essential role in this ecosystem. These can be both the generated applications
and the data obtained from feedback from the use of the same applications. The data includes the
results obtained by students in the activities carried out within virtual environments, as well as
the feedback they express about their learning experience. Producers must collect and analyze
this data to obtain valuable information that allows them to improve the design and development
of virtual environments. Likewise, teachers can use this data to evaluate students' progress and
areas of opportunity, adapting their teaching according to the detected needs of each student.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.2. Design of the Virtual Environment for Learning Mathematical Skills</title>
        <p>This section details the definition of a virtual environment, as presented in Figure 2, and the
identified characteristics that it must possess to facilitate the learning of mathematical skills.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.2.1. Definition of a Virtual Environment</title>
        <p>A virtual environment is an application that simulates a three-dimensional scenario where the
user can interact with objects and perform tasks related to learning mathematical skills. For a
virtual environment to be effective, it must have the following main characteristics: a realistic
scenario, the user's interaction with the environment and objects, the application of gamification
principles, the definition of a main activity that the user must perform, and the ability to manage
the difficulty of the main activity.</p>
      </sec>
      <sec id="sec-4-6">
        <title>4.2.2. Gamification in the Virtual Environment</title>
        <p>Gamification is a strategy to improve activities, systems and other aspects, through the
creation of experiences similar to those experienced in games, with the purpose of encouraging
and involving users. In the virtual environment, gamification is mainly used in the design of
scenarios, interactions and scoring systems, with the aim of generating an attractive and
recognizable experience for users.</p>
      </sec>
      <sec id="sec-4-7">
        <title>4.2.3. User Tasks</title>
      </sec>
      <sec id="sec-4-8">
        <title>4.2.4. Stage Design</title>
        <p>User tasks are the actions that the user performs to complete the main activity in the virtual
environment, such as moving, cutting, or selecting objects. These tasks constitute the main
element of the virtual environment and have different characteristics, such as the level of
difficulty, the expected results, among others.</p>
        <p>The scenario design aims to offer a gaming experience that allows the user's tasks to be solved.
It must be focused on the users, in this case, primary school students. In the stage design, the 3D
models of the objects and their appearance are defined. Not all objects will be interactive; some
will remain static. Only the objects necessary to solve the tasks will be dynamic and respond to
user interactions.</p>
      </sec>
      <sec id="sec-4-9">
        <title>4.2.5. Interaction design</title>
        <p>Interaction design is crucial to define the actions that users will perform when interacting with
the objects present in the scenario. The interaction is materialized through interfaces that allow
users' actions to be captured and processed. It is important that interactions are intuitive and
easy to use for users, especially those who have not had prior experience in virtual reality
environments. Therefore, interaction design should focus on providing a friendly and accessible
experience for users.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Case study</title>
      <p>This section presents a case study, in which the ecosystem model previously described in
Section 4 is implemented. The objective is to provide a detailed description of the implementation
of the ecosystem, focusing on each of its modules and the process of application of virtual reality
environments.</p>
      <sec id="sec-5-1">
        <title>5.1. Study design</title>
        <p>The case study presented below was carried out during a period of 3 months of visits to the
primary schools “CECID primary and preschool” located in the central area of the city of
Aguascalientes in the capital of the same state and the “Francisco y Madero Elementary School”
located in the community of “la pimienta” in the capital of the state of Zacatecas. The visits to
these schools were carried out twice a week in order to observe the behavior of the students. The
design of this research is a multiple case study because it´s a research that uses a quantitative
methodology that is It focuses on search processes and systematic analysis of the mathematical
skills of one or more students. In addition to the above, it is a longitudinal case study because it´s
an observational study that collects qualitative and quantitative data from the consumers of the
ecosystem (teachers and students). and is responsible for repeatedly improving the monitoring
of students with learning problems in basic mathematics over an extended but limited period of
time and, being a type of longitudinal case study design, due to its nature, it tends to be an
observational design.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Participants or sample</title>
        <p>The selection of the sample for this case study originated based on the knowledge and
expertise of the support and regular education teachers found in each of the aforementioned
primary schools, the procedure for detecting students with problems. The learning process is
based on quantitative variables that measure the acquisition of basic knowledge of each of the
students in the different skills. If a student has problems acquiring knowledge, it is quickly
detected by their failing grades and their difficulties in expressing mathematical knowledge in
question.</p>
        <p>During the first visits to the primary schools, the support teachers had identified 5 students
with learning problems in the primary school in the state of Aguascalientes and 6 students with
learning problems in the primary school in the state of Zacatecas, the profile given by the staff of
the primary for each of the detected children is described below in the following table.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Instruments and Tools</title>
        <p>The evaluation instruments used are those provided by the USAER (Regular Education
Support Services Units), these are divided into three cycles; for the first and second grade of basic
education, it is considered the first cycle USAER, the third and fourth grade of basic education is
considered the second cycle USAER, and the fifth and sixth grade of basic education is considered
the third cycle USAER.</p>
        <p>Below are the evaluation instruments used to quantitatively measure progress in the three
different cycles for children who have learning problems at any of the levels of basic education at
the primary level.</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Procedures</title>
        <p>Once the students were identified, the evaluation instruments were applied and the user
profiles were obtained, which are detailed in tables 1 and 2 in the previous sections. Based on the
user profile of each student, they began to search for virtual reality applications that would help
mitigate the problems presented by each student and with this information the following table of
applications that help improve was constructed.</p>
        <p>Description
Solve basic operations by choosing
the correct numbers that appear on Arithmetic
the field and get points. problems</p>
        <p>Math Skill</p>
        <p>Solve basic operations by choosing
Medieval the correct result and you will obtain Arithmetic
Math VR arrows to defend the castle from the problems
enemy army.</p>
        <p>It´s a teaching application to
promote spatial imagination in
Cubeling Space-time</p>
        <p>mathematics classes. Allows you to
VR discrimination
build cubic buildings in a shadow
box.</p>
        <p>In this VR game, you solve Sudoku in
a physical space by placing numbers
The VR in slots on the board. The goal is to Graphic
Sudoku fill the 9x9 grid with digits so that information
Game each column, each row, and each of processing
the nine 3x3 subgrids that compose
it contains all the digits from 1 to 9
This is an educational math game
packed with fun mini-games with
Math challenging math problems for the Recognition of</p>
        <p>whole family to enjoy. Each numbers and
World
minigame has its own mathematical operators
obstacles and your job is to beat the
high score.</p>
        <p>Match the blocks and reach 2048 in
this simple VR puzzle game. If 2
2048 blocks of the same value touch each Short and long
blocks VR other, they will merge and add term memory
together. You will also get a coin for
each block you match.</p>
        <p>Once the table of applications and their main functionalities were built in favor of the
development of mathematical skills, virtual reality environments began to be implemented in
children. For this case study, the analysis of two applications was carried out, which are described
below. detail</p>
        <p>In this case study, the producers are external agents that develop virtual reality applications
in software demonstration mode, which is why we use them to obtain feedback on their
implementation.</p>
        <p>The means through which the products are stored and transferred is through local storage
devices that are carried and transferred in the same primary school. It is intended to improve this
aspect so that in future iterations it will be through a repository. of virtual reality applications.</p>
        <p>The products that were used in this case study are two virtual reality applications that were
implemented over a period of 3 months. In the primary school of the state of Aguascalientes, the
“Medieval Math VR” application was implemented, which is described in “Table 3.” the same
that helped with the number recognition problems that they presented in the “CECID” primary
school, on the other hand in the Zacatecas state primary school “Francisco y Madero
Elementary School” the “Virtual Math VR” application was implemented that helps with the
strengthening mathematical skills in the area of arithmetic operations as described in “Table 3”
the experiment consisted of the frequent use of the application and the application of the
instrument in the skill that is being worked on for each of the areas.</p>
        <p>In the first instance, user experience data and usability of virtual reality applications were
analyzed, for which the necessary questionnaires were applied and the following data were
obtained.</p>
      </sec>
      <sec id="sec-5-5">
        <title>5.5. Data analysis</title>
        <p>Factors
Cognitive involvement
Emotional Implication
Dissociation from the real
world
Control
Challenge</p>
        <p>Factors
Cognitive involvement
Emotional Implication
Dissociation from the real
world
Control
Challenge</p>
        <p>Nothing
0%
0%
0%
0%
55%
10%
3%
5%
8%
22%
10%
6%
5%
8%
27%</p>
        <p>Scale
6%
4%
3%
19%
2%</p>
        <p>Scale
6%
4%
3%
19%
3%
9%
4%
5%
8%
2%
9%
7%
6%
13%
3%</p>
        <p>Very
Much
66%
85%
87%
62%
15%
%
92%
90%
62%
18%
0%
0%
0%
0%
52%</p>
        <p>Very
Little
0%
0%
0%
0%
5%
Muy
poco
0%
0%
0%
0%
6%
Nothing</p>
        <p>Few</p>
        <p>Something</p>
        <p>Quite</p>
        <p>A lot
9%
4%
0%
3%
2%
9%
5%
0%
3%
3%</p>
        <p>The data is based on the collection of data from surveys carried out directly to basic education
students in the state of Aguascalientes, these results show the group percentage on the factors to
measure the level of immersion of the virtual reality application “Medieval Math VR”
Nothing Something</p>
        <p>Nothing</p>
        <p>Mucho</p>
        <p>Nothing</p>
        <p>The data is based on the collection of data from surveys carried out directly to basic education
students in the state of Zacatecas, these results show the group percentage on the factors to
measure the level of immersion of the “Virtual Math VR” application.</p>
      </sec>
      <sec id="sec-5-6">
        <title>5.6. Study Limitations</title>
        <p>The limitations that we have for now in this case study are the number of students, a larger
number of communities are required where we can test the ecosystem, for now only the
evaluation has been carried out with two applications, but the aim is to increase the number of
virtual reality applications in order to make a more complete evaluation.</p>
        <p>Also, as future work, it is intended that these applications be found in a repository that is
available at all times and that the applications can be downloaded at any time from almost
anywhere.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgemets</title>
      <p>Thank CONAHCYT for supporting research through research programs such as postdoctoral
stays, thank CIMAT for supporting research in this line and improving the research conditions of
all researchers.</p>
    </sec>
  </body>
  <back>
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