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The Impact of Virtual Reality Technology on the Learning of Trigonometry for High School Students

place Qatar + 3 more

Unlocking VR Trigonometry: See It. Solve It. (Intriguing and benefit-oriented)

Our innovation revolutionizes trigonometry education at QSTSS by harnessing Virtual Reality (VR) to boost student engagement and problem-solving skills, and ignite passion for STEM careers. We've meticulously integrated VR into the curriculum and our findings reveal a remarkable increase in active participation, comprehension, and STEM aspirations among high-achieving 11th graders.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Web presence

2024

Established

60

Children

4

Countries
Target group
Students upper
Updated
April 2024
Our VR innovation aims to transform education by making learning immersive, improving concept comprehension, sparking STEM interest, diversifying teaching methods, and broadening access to quality education.

About the innovation

Why did you create this innovation?

To address the challenges of traditional trigonometry education: Trigonometry can be a dry and abstract subject for many students. Traditional methods of teaching through formulas and rote memorization can lead to disengagement and difficulty understanding the concepts.

To spark interest in STEM fields: Studies show a decline in student interest in science, technology, engineering, and math

What does your innovation look like in practice?

Visualizing the unseen: Students stand in front of a house. By tilting their heads and using hand controllers, they can find the length of the ladder and examine its angles from different perspectives, then students will explore the London eye experience. No longer abstract concepts, sine, cosine, and tangent become tangible as students measure virtual distances and calculate ratios.
Interactive problem-solving: Imagine navigating a 3D maze where each turn requires applying trigonometric formulas to unlock the path forward. Students don't just solve problems on paper; they actively use VR tools to manipulate objects and apply their understanding in a real-time, spatial environment.
Gamification of learning: VR lessons can incorporate game mechanics to boost engagement. Students might compete in teams, racing to solve trigonometric puzzles within the virtual world. Leaderboards and point systems provide a sense of accomplishment and encourage healthy competition.

How has it been spreading?

the excerpt describes an innovation project implemented by a math teacher to investigate the effects of VR trigonometry lessons on student engagement, problem-solving skills, and interest in STEM careers. The project offers insights into how VR trigonometry could potentially spread:

Teacher-designed curriculum: The teacher created VR activities aligned with the existing curriculum, suggesting that VR can be integrated into traditional teaching methods.

Positive results: The project showed promise with increased student engagement, problem-solving skills, and interest in STEM careers. These findings could motivate other schools to pilot VR trigonometry programs.

Challenges identified: The project highlighted challenges like content creation, technical support, and Curriculum alignment.

If I want to try it, what should I do?

Obtain VR hardware and compatible trigonometry educational software.
Train educators to use VR technology effectively.
Integrate VR into the existing curriculum with a clear plan.
Pilot the VR experience to fine-tune its use in an educational setting.
Evaluate the impact on students' engagement and learning outcomes.
Adjust and improve the program based on feedback and assessments

Implementation steps

Implementation of the Virtual Reality Technology in the Learning of Trigonometry
Pre-project: Reviewed trig basics Assessed via homework, quiz, & participation. Prepared VR lab visit, project & student attitude survey. Implementation: Students used VR lab for trig tasks (angles, inverse functions). Teacher provided guidance & collected data. Students collaborated & discussed findings. Post-project: End-of-chapter test & group project assessment (home maintenance) measured achievement. VR lab refined based on feedback.

Spread of the innovation

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