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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>International Congress of Trends in Educational Innovation, November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Proposal under a Virtual Reality Ecosystem to Support the Teaching of Basic Mathematics in Elementary Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Luis Angel Arroyo-Morales</string-name>
          <email>luis.arroyo@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fatima Oliva-Palomo</string-name>
          <email>fatima.oliva@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miguel Ángel Ortiz-Esparza</string-name>
          <email>miguel.ortiz@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlos Alberto Lara-Álvarez</string-name>
          <email>carlos.lara@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Héctor Cardona-Reyes</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Virtual Reality, Elementary Education, Digital Ecosystem</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Research in Mathematics</institution>
          ,
          <addr-line>Zacatecas</addr-line>
          ,
          <country country="MX">Mexico</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>0</volume>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>One of the big problems facing Latin America in education is undoubtedly the educational backwardness that is present and worsens over time, México is no stranger to this problem, in recent years and especially in times of pandemic COVID-19 brought important educational challenges that aggravated the problems. To this is added the dificulty faced by students in learning mathematics, due to the teaching methods used that do not motivate or arouse the interest of students. The objective of this research is to design digital environments focused on virtual reality as a support in the learning of basic mathematics for elementary school students. It is proposed to build a software architecture based on an ecosystem for virtual reality applications, the proposed ecosystem is composed of providers and consumers of educational content (children), elementary school teachers who will generate and design basic mathematics activities and elementary school students will consume the applications through the activities within diferent virtual environments and with diferent interaction dynamics making use of virtual reality viewers. It is expected that the architecture can establish the basis for the design and production of Virtual Reality applications that allow the conformation of learning communities in mathematics through the virtual reality learning ecosystem.</p>
      </abstract>
      <kwd-group>
        <kwd>Teaching</kwd>
        <kwd>Education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In Mexico, educational backwardness has always been a problem. Estimates by the Consejo
Nacional de Evaluación de la Política de Desarrollo Social (CONEVAL) indicate that in 1990
educational backwardness was 14% in the population between 6 and 15 years of age, a decade
later the percentage was reduced to 9.7% and in 2010 the percentage of educational backwardness
was 5.9%. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Nationally, between 2018 and 2020 educational backwardness increased by 0.3
percentage points from 19.0% to 19.2%, respectively. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Competency-based education in Mexico
was ambiguously mentioned in the educational plans of 1993, Luis Benavides at the head of the
National Technical Education Council and his team of collaborators proposed it as ”Performance
Profiles” during the Salinas administration. In 2004, the national education system formally
established competency-based education at the preschool level and five years later, in 2009, it
was implemented at all other educational levels.[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In Mexico, the results obtained in the areas
of reading, mathematics, and science are well below the OECD (Organization for Economic
Cooperation and Development) average. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In the area of mathematics, 56% of students are at
the lowest proficiency levels, and only 0.5% reach high proficiency levels, in comparison with
OECD, 24% have low performance and 11% achieve high performance in mathematics. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The
results of the PLANEA test (Plan Nacional para la Evaluación de los Aprendizajes) applied to
students in sixth grade of primary school in 2018 reveal that 59% of students have an insuficient
command in the area of mathematics while 15% have suficient command and only 8% have an
outstanding command. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Virtual reality technologies help improve student motivation and
learning experience[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        The playful nature is important to create a competitive satisfaction in the individual, it provides
optimal challenges to the users without being overwhelming obstacles. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. It is proposed
to build a software architecture based on an ecosystem for virtual reality applications. The
proposed ecosystem is composed of providers and consumers of educational content (children),
elementary school teachers who will generate and design basic mathematics activities, and
elementary school students who will consume the applications through the activities within
diferent virtual environments and with diferent interaction dynamics using virtual reality
viewers.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <sec id="sec-2-1">
        <title>2.1. Digital ecosystem</title>
        <p>
          A digital ecosystem is a distributed, adaptive, open socio-technical system with properties
of self-organization, scalability, and sustainability inspired by natural ecosystems. Digital
ecosystem models are informed by knowledge of natural ecosystems, especially for aspects
related to competition and collaboration among diverse entities [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          The ecosystems can be structured under an architecture, ofering services and resources from
the software engineering perspective. For them, software development process models are
required from the diferent communities of users to be served [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Virtual reality in education</title>
        <p>
          Virtual reality in computing is defined as the natural form of interaction between a person
and a computer by immersing the user in a virtual environment. The immersion sensation is
achieved through the stimulation of senses such as: sight, hearing, touch, taste and smell [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
Virtual reality as an educational tool is capable of assisting the educational model by providing
improvements in the teaching and learning process, especially in the area of student and teacher
motivation. Adding gamification, it can be considered as another alternative for the solution
of specific educational demands. The use of virtual reality does not exclude more traditional
methodologies, on the contrary, it is possible to adapt it to diferent teaching modalities and
methodologies [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
potential, since it makes the interaction more intuitive, allowing students to use the teaching
tools in a more natural way [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Virtual reality is an asynchronous tool, it does not require
simultaneous conxetion of teachers and students, it allows students to have contact with the
contents at a time and place according to their needs. It is also presented as an alternative for
distance education [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Related works</title>
      <p>
        [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] proposes a three-dimensional (3-D) virtual reality (VR) model called the Sun and Moon
System. The goal of this study was to use 3-D VR technology to build and evaluate a model
suitable for observing the movements of the sun, moon, and earth and appropriate for
learning and teaching in elementary school. To evaluate the natural science learning outcomes of
elementary school students who used the VR learning environment, a non-equivalent group
quasi-experimental design was adopted.
      </p>
      <p>
        The results indicate that the incorporation of VR models in science education positively
influences the performance of elementary school students. However, this research focused on a
desktop virtual reality system and not an immersive one. In addition, one of the tools used for
outcome assessment was multiple-choice questionnaires. This tool is not always the best for the
assessment of knowledge acquired through a virtual environment. It is desirable to implement
follow-up evaluations to know and compare the knowledge retention of the groups.
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] aimed to investigate how the spatial reasoning skills of elementary school students were
afected by the consumption and production of extended virtual reality video content. Students
were given a four-week intervention, the first two weeks to consume virtual reality videos, the
third to create their own videos using 360-degree video cameras, and the final week they had
the opportunity to view the videos they had created.
      </p>
      <p>The students were administered a spatial reasoning pre and post-test to measure the change
in spatial reasoning ability over the four weeks. The results indicated that the consumption
and production of VR videos led to an improvement in the overall spatial reasoning ability of
elementary school students learning science. used of-the-shelf applications, no VR application
was developed.</p>
      <p>Four limitations are noted:
• Having a small sample size afects the generalization of results and statistical analyses.
• The lack of a control group to compare the results obtained by the intervention group.
• Only one pre-test and one post-test were performed.</p>
      <p>
        • The intervention duration was short.
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] Examine the efects of augmented reality technology on stories in terms of narrative
ability, story length, and creativity, and also examine the correlations between these variables.
A posttest-only design with a non-equivalent group model was used. According to the results,
the mean scores of all variables for the experimental group were higher than those of the
control group. A limitation of the study was not using any pretest. The researchers used the
      </p>
      <p>BuildAR program as a tool to generate marker-based AR scenarios.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Proposal</title>
      <sec id="sec-4-1">
        <title>4.1. Source knowledge</title>
        <p>It represents resources or tools available for the teaching of basic mathematics such as didactic
materials, books, illustrations, educational software, etc. Teachers will determine the sources
of knowledge to use to base the necessary activities so that students can achieve the defined
competencies. The competencies to be achieved will define the mathematical concepts that
need to be learned.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Activity Design</title>
        <p>In the Activity Design module, the teacher will be in charge of collecting the necessary
information to select the user profile, determine the math skills that the student should learn and
the activities to achieve it.</p>
        <p>The user profile consists of student information such as:</p>
        <p>• Competencies achieved in mathematics.
• Age.</p>
        <p>• School grade.</p>
        <p>The primary teachers must follow the process to register the tasks, the process consists
of four main activities, starting with an interaction activity ”add task”, this is iterative so a
primary teacher can register one or more tasks, the activity ”show task number” is the next
in the process, it is an activity that the application must perform, it maintains a concurrent
communication relationship, this means that while the primary teacher is adding new tasks
the number of activities shown can be updated. The ”registration confirmation” activity is an
interaction task, where the primary teacher must confirm the registration of the previously
added tasks. The previous activities are invalidated once the process reaches this task. The last
activity is defined as ”process registration” and is a task that the application must perform, it is
only spoken when the information from the previous steps is available.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Virtual Reality System</title>
        <p>
          The virtual reality system is software capable of generating an environment in which the user
is an active participant and interacts with the virtual world using multisensory interfaces [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
A virtual environment has features such as navigation, scale, point of view, interaction with the
environment, etc.
        </p>
        <p>These features can change at the user’s convenience and simulate situations that would be
dificult to replicate in the real world. Virtual environments will have the following characteristics:
• Interaction mode.
• Scenario.</p>
        <p>• 3D models.</p>
        <p>Each environment should have unique characteristics in order to expand the teaching resources.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Environmental Preparation</title>
        <p>The virtual environments will be designed with the information from the activities. In this
process, the 3D models, scenarios, and interaction modes will be defined.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Game Sesion Managenment</title>
        <p>Manages the level of dificulty of the activities according to the results of the users. There will
be three levels: initial, basic and intermediate. The user’s level will be calculated based on the
results of solving the activities, information such as the time it took to complete the activity,
the number of mistakes, the number of successes and the scores obtained.</p>
      </sec>
      <sec id="sec-4-6">
        <title>4.6. Teachers, Students</title>
        <p>Students are users who experience the virtual environment through diferent interfaces or
input-output devices, which provide the feeling of immersion through visual and auditory
feedback.</p>
        <p>Elementary students should follow the following process to conduct a game session. The process
to carry out a game session consists of six activities, the first one is an interaction activity, it
is necessary to log in. The next activity corresponds to the application, it must consult the
activities defined by the teachers, when this activity is reached, the previous ones are disabled.
The interaction activity called ”selection of options” consists of choosing a task and ”solving
tasks” depends on the user interaction. The above two activities are performed sequentially.
The management of the game session depends on the application and consists of dificulty
management, attention monitoring and score updating. This activity is performed concurrently
with the game session. Saving the results is an activity of the application and can only be
performed when the information from the previous activities is sent and available.
Teachers participate in the design of the activities that students will have to solve in the virtual
environment.</p>
      </sec>
      <sec id="sec-4-7">
        <title>4.7. Virtual Environment</title>
        <p>
          The main objective of implementing virtual reality in education is to support students in
understanding abstract concepts. Engaging in immersive experiences increases understanding
in the learning process[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The virtual environment is mainly composed of a scenario and
interactions and is complemented by an artificial intelligence module and user tasks. The design
of the scenario and interactions should have a gamification approach.
4.7.1. Gamification
is a strategy to improve activities, systems and others through the creation of experiences
similar to those experienced when playing, with the objective of motivating and involving
users [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. In the virtual environment, gamification is applied mainly in the design of scenarios,
interactions, and the scoring system in order to generate a pleasant and familiar experience for
users.
        </p>
        <sec id="sec-4-7-1">
          <title>4.7.2. User tasks</title>
          <p>are the main element because they complete the functionality in the virtual environment. User
tasks have characteristics such as level of dificulty, expected results, etc.</p>
        </sec>
        <sec id="sec-4-7-2">
          <title>4.7.3. Stage design</title>
          <p>The objective of the scenario design is to provide an experience similar to the one experienced
when playing games while solving activities. The design has to focus on the users, in this case,
elementary school students. In the scenario design, the objects (3D models) and their appearance
are defined. Not all objects will react to user interactions, some will remain static. Only the
objects needed to solve the activities will be dynamic and will respond to user interactions.</p>
        </sec>
        <sec id="sec-4-7-3">
          <title>4.7.4. Interaction design</title>
          <p>Interaction can be defined as an action that occurs between two or more people or objects. In
the virtual environment, the actions that users will have to perform in order to interact with
the objects arranged in the virtual scenario must be defined. In order to capture the actions of
the users and process them into the virtual environment, it is necessary to use interfaces. The
interactions must be familiar and easy to use for the users since most of them have not had any
interaction with virtual reality environments.</p>
        </sec>
        <sec id="sec-4-7-4">
          <title>4.7.5. Artificial intelligence (AI)</title>
          <p>will be applied in the virtual environment in order to control the dificulty levels of the activities
that users must solve. The score obtained by the user in real-time, the time it takes to complete
the activity, the number of mistakes, and the number of successes will be used to adjust the
dificulty level.</p>
          <p>To determine the level of dificulty based on the data collected, diferent methods can be used.
The implementation of a recurrent neural network or the use of an equation that takes the data
as parameters and returns the level of dificulty.</p>
        </sec>
      </sec>
      <sec id="sec-4-8">
        <title>4.8. Teachers</title>
        <sec id="sec-4-8-1">
          <title>4.8.1. Competencies</title>
          <p>The basic competencies that a student should obtain in basic education can be divided into three
levels: initial, basic and intermediate. The initial level focuses on skills such as spatial-temporal
discrimination, and graphic processing of information, while the basic level focuses on skills
such as verbal processing of numbers, recognition of numbers and operators, sorting, and
seriation. Short and long-term memory skills and arithmetic problems are assessed at the
intermediate level.</p>
        </sec>
        <sec id="sec-4-8-2">
          <title>4.8.2. Recreational activities</title>
          <p>Teachers are aware of the recreational activities that can be used to complement traditional
education, in this sense teachers have an important role in the choice of interactions that could
be used in virtual environments with which students will solve the activities.</p>
        </sec>
        <sec id="sec-4-8-3">
          <title>4.8.3. User profiles</title>
          <p>Teachers perform diagnostic tests to know the knowledge of the students, with the results of the
test, a user profile is generated with the general data of the student and the mathematical skills
in which it will be necessary to reinforce learning. The student will have a regular education
according to the study plans and will also be provided with support through support programs
for inclusive education in which they will work with the development of their math skills.</p>
        </sec>
        <sec id="sec-4-8-4">
          <title>4.8.4. Evaluations</title>
          <p>The teacher will apply tests of knowledge of the skills imparted to the students in previous
modules, the evaluations can be applied in a traditional way, in VR environments or in a mixed
way. When it is identified that the student has acquired such knowledge, the student advances
to the next level of skills, all this is done in three diferent levels until reaching the proposed
levels of mathematical skills.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions and future works</title>
      <p>The virtual reality ecosystem generated by the architecture can provide the possibility for
teachers to design virtual environments by selecting their characteristics. This allows teachers
to explore diferent environments, evaluate the results on the students and choose the
environment that achieves the best results on the students. Teachers will be able to teach the same
mathematical concept from various approaches, achieving a better evaluation of mathematical
skills.</p>
      <p>In future work we are working on the implementation of the proposed architecture to generate
a prototype and measure the impact or benefits on student learning.
Thanks to the developers of ACM consolidated LaTeX styles https://github.com/borisveytsman/
acmart and to the developers of Elsevier updated LATEX templates https://www.ctan.org/
tex-archive/macros/latex/contrib/els-cas-templates.</p>
    </sec>
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