From Chalkboards to Cyberspace: The Role of Augmented and Virtual Reality in Transforming Mathematics Education
DOI:
https://doi.org/10.70232/jcsml.v3i2.55Keywords:
Augmented Reality, Virtual Reality, Mathematics Education, Immersive Learning, Spatial Visualization, 3D GeometryAbstract
The integration of immersive technologies, such as Augmented Reality (AR) and Virtual Reality (VR), is reshaping educational landscapes, particularly in mathematics instruction. These tools provide dynamic visualizations and interactive simulations that bridge the gap between abstract theories and experiential learning. This narrative review explores the evolving role of AR and VR in mathematics education, emphasizing their application in understanding three-dimensional (3D) geometric concepts. The review seeks to address two main questions: (a) How are AR and VR technologies applied in the teaching of mathematics? (b) To what extent do immersive learning environments enhance students’ understanding and achievement in 3D geometry? Recent research indicates that AR and VR contribute to improved conceptual understanding, increased engagement, and enhanced spatial visualization by enabling learners to interact with mathematical objects in realistic and immersive settings. These technologies promote active learning and the development of higher-order thinking skills, while motivating students through experiential engagement. The review finds that AR and VR possess significant transformative potential for mathematics education, offering innovative pathways for conceptual growth and cognitive involvement. To fully realize this potential, future research should prioritize scalable implementation strategies, comprehensive teacher training, and an assessment of the long-term pedagogical impact of immersive technologies within classroom settings.
References
Ahmad, N. I. N., & Junaini, S. N. (2020). Augmented reality for learning mathematics: A systematic literature review. International Journal of Emerging Technologies in Learning, 15(16), 106–122. https://doi.org/10.3991/ijet.v15i16.14961
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. https://doi.org/10.1016/j.edurev.2016.11.002
Altmeyer, K., Kapp, S., Thees, M., Malone, S., Kuhn, J., & Brünken, R. (2020). The use of augmented reality to foster conceptual knowledge acquisition in STEM laboratory courses—Theoretical background and empirical results. British Journal of Educational Technology, 51(3), 611-628. https://doi.org/10.1111/bjet.12900
Arvanitis, T. N., Petrou, A., & Knight, J. F., Savas, S., Sotiriou, S., Gargalakos, M., & Gialouri, E. (2009). Human factors and qualitative pedagogical evaluation of a mobile augmented reality system for science education used by learners with physical disabilities. Personal and Ubiquitous Computing, 13(3), 243–250. https://doi.org/10.1007/s00779-007-0187-7
Asif, M., Mondal, A., Soumil, S., Das, A., & Sahoo, P. (2024). Augmented reality and virtual reality in education: A transformative journey into immersive learning environments. In R. Kumar, A. Dhar, A. Banerjee, and A. Mahapatra (Eds.), Advances in computational solutions: Integrative approaches and applications (pp.185-204). Integrated Publications.
Bertrand, M. G., Sezer, H. B., & Namukasa, I. K. (2024). Exploring AR and VR tools in mathematics education through culturally responsive pedagogies. Digital Experiences in Mathematics Education, 10(3), 462-486. https://doi.org/10.1007/s40751-024-00152-x
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in education–cases, places and potentials. Educational Media International, 51(1), 1-15. https://doi.org/10.1080/09523987.2014.889400
Bujak, K. R., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536–544. https://doi.org/10.1016/j.compedu.2013.02.017
Cahyono, A. N., Dewi, N. R., Asih, T. S. N., Arifudin, R., Aditya, R. I., Maulana, B. S., & Nugroho, M. A. (2024). STEM trails: Enhancing STEM education through math trails with digital technology. Kreano, Jurnal Matematika Kreatif-Inovatif, 15(1), 319-326. https://doi.org/10.15294/jtknv202
Chen, C. H. (2020). Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning. Educational Technology Research and Development, 68(6), 3057-3076. https://doi.org/10.1007/s11423-020-09834-w
Chen, C. H., & Yang, Y. C. (2019). Revisiting the effects of project-based learning on students’ academic achievement: A meta-analysis investigating moderators. Educational Research Review, 26, 71-81. https://doi.org/10.1016/j.edurev.2018.11.001
Chen, C. M., & Tsai, Y. N. (2012). Interactive augmented reality system for enhancing library instruction in elementary schools. Computers & Education, 59(2), 638-652. https://doi.org/10.1016/j.compedu.2012.03.001
del Cerro Velázquez, F., & Morales Méndez, G. (2021). Application in augmented reality for learning mathematical functions: A study for the development of spatial intelligence in secondary education students. Mathematics, 9(4), 369. https://doi.org/10.3390/math9040369
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education, 68, 586-596. https://doi.org/10.1016/j.compedu.2012.03.002
Fidan, M., & Tuncel, M. (2019). Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education. Computers & Education, 142, 103635. https://doi.org/10.1016/j.compedu.2019.103635
Hidajat, F. A. (2024). Augmented reality applications for mathematical creativity: A systematic review. Journal of Computers in Education, 11(4), 991-1040. https://doi.org/10.1007/s40692-023-00287-7
Husniah, L., Nugraha, Y. B. S., Kholimi, A. S., Yuhana, U. L., Yuniarno, E. M., & Purnomo, M. H. (2020). GemAR: Geometry augmented reality application for elementary school students. In 2020 IEEE Graphics and Multimedia (GAME) (pp. 25-30). IEEE. https://doi.org/10.1109/GAME50158.2020.9315086
Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002
Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D., Tutwiler, M. S., & Dede, C. (2013). EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips. Computers & Education, 68, 545-556. https://doi.org/10.1016/j.compedu.2013.02.018
Klingenberg, S., Jørgensen, M. L. M., Dandanell, G., Skriver, K., Mottelson, A. & Makransky, G. (2020). Investigating the effect of teaching as a generative learning strategy when learning through desktop and immersive VR: A media and methods experiment. British Journal of Educational Technology, 51(6), 2115-2138. https://doi.org/10.1111/bjet.13029
López-Belmonte, J., Moreno-Guerrero, A. J., López-Núñez, J. A., & Hinojo-Lucena, F. J. (2023). Augmented reality in education. A scientific mapping in Web of Science. Interactive Learning Environments, 31(4), 1860–1874. https://doi.org/10.1080/10494820.2020.1859546
Makransky, G., & Petersen, G.B. (2021). The Cognitive Affective Model of Immersive Learning (CAMIL): A theoretical research-based model of learning in immersive virtual reality. Educational Psychology Review, 33, 937–958. https://doi.org/10.1007/s10648-020-09586-2
Medina Herrera, L., Castro Pérez, J., & Juárez Ordóñez, S. (2019). Developing spatial mathematical skills through 3D tools: augmented reality, virtual environments and 3D printing. International Journal on Interactive Design and Manufacturing, 13(4), 1385-1399. https://doi.org/10.1007/s12008-019-00595-2
Parong, J., & Mayer, R. E. (2021). Cognitive and affective processes for learning science in immersive virtual reality. Journal of Computer Assisted Learning, 37(1), 226-241. https://doi.org/10.1111/jcal.12482
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual 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
Radu, I. (2014). Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18, 1533–1543. https://doi.org/10.1007/s00779-013-0747-y
Reilly, J. M., & Dede, C. (2019, March). Differences in student trajectories via filtered time series analysis in an immersive virtual world. In Proceedings of the 9th International Conference on Learning Analytics & Knowledge (pp. 130-134). https://doi.org/10.1145/3303772.3303832
Rossano, V., Lanzilotti, R., Cazzolla, A., & Roselli, T. (2020). Augmented reality to support geometry learning. IEEE Access, 8, 107772-107780. https://doi.org/10.1109/ACCESS.2020.3000990
Salinas, P., González-Mendívil, E., Quintero, E., Ríos, H., Ramírez, H., & Morales, S. (2013). The development of a didactic prototype for the learning of mathematics through augmented reality. Procedia Computer Science, 25, 62-70. https://doi.org/10.1016/j.procs.2013.11.008
Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education, 79, 59–68. https://doi.org/10.1016/j.compedu.2014.07.013
Walkington, C., Nathan, M. J., Washington, J., Hunnicutt, J., Darwin, T., Daughrity, L., & Schenck, K. (2025). Comparing learning geometry using a tablet to head-mounted display augmented reality: How and when dimensionality matters. Education and Information Technologies, 30(4), 5397-5426. https://doi.org/10.1007/s10639-024-13008-z
Wu, H., Lee, S. W. Y., Chang, H., & Liang, J. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49. https://doi.org/10.1016/j.compedu.2012.10.024
Yang, Y., Du, W., Mavrikis, M., & Geraniou, E. (2025). Spatial skill development through augmented reality in mathematics education: A scoping review. Digital Experiences in Mathematics Education, 1-34. https://doi.org/10.1007/s40751-025-00187-8
Yixuan, K., & Qiang, T. (2021). Research on the teaching of three-dimensional graphic in primary schools based on augmented reality technology. In 2021 International Conference on Education, Information Management and Service Science (pp. 201-204). IEEE. https://doi.org/10.1109/EIMSS53851.2021.00050
Yu, S. J., Sun, J. C. Y., & Chen, O. T. C. (2019). Effect of AR-based online wearable guides on university students’ situational interest and learning performance. Universal Access in the Information Society, 18(2), 287-299. https://doi.org/10.1007/s10209-017-0591-3
Zhang, J., Li, G., Huang, Q., Feng, Q., & Luo, H. (2022). Augmented reality in K–12 education: A systematic review and meta-analysis of the literature from 2000 to 2020. Sustainability, 14(15), 9725. https://doi.org/10.3390/su14159725
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Brindha Devi Sairam, Radhakrishnan Ramnath

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