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Two Turns Must Take Turns: Primary School Students’ Cognition about 3D Rotation in a Virtual Reality Learning Environment

Yeh, Andy J. (2004) Two Turns Must Take Turns: Primary School Students’ Cognition about 3D Rotation in a Virtual Reality Learning Environment. In Yang, Wei-Chi, Chu, Sung-Chi, De Alwis, Tilak, & Ang, Keng-Cheng (Eds.) Asian Technology Conference in Mathematics (ATCM), 13-17 December, 2004, Singapore.

Abstract

This paper reports on five primary school students’ explorations of 3D rotation in a virtual reality learning environment (VRLE) named VRMath. When asked to investigate if you would face the same direction when you turn right 45 degrees first then roll up 45 degrees, or when you roll up 45 degrees first then turn right 45 degrees, the students found that the different order of the two turns ended up with different directions in the VRLE. This was contrary to the students’ prior predictions based on using pen, paper and body movements. The findings of this study showed the difficulty young children have in perceiving and understanding the non-commutative nature of 3D rotation and the power of the computational VRLE in giving students experiences that they rarely have in real life with 3D manipulations and 3D mental movements.

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ID Code: 1386
Item Type: Conference Paper
Additional URLs:
Keywords: 3D Geometry, 3D Rotation, Cognition, Knowledge Construction, VRMath, VR, Virtual Reality Learning Environment, VRLE, LOGO, VRML, Mathematics Education
ISBN: 0976306409
Subjects: Australian and New Zealand Standard Research Classification > PSYCHOLOGY AND COGNITIVE SCIENCES (170000) > COGNITIVE SCIENCE (170200) > Knowledge Representation and Machine Learning (170203)
Australian and New Zealand Standard Research Classification > EDUCATION (130000) > SPECIALIST STUDIES IN EDUCATION (130300) > Educational Technology and Computing (130306)
Australian and New Zealand Standard Research Classification > EDUCATION (130000)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > ARTIFICIAL INTELLIGENCE AND IMAGE PROCESSING (080100) > Virtual Reality and Related Simulation (080111)
Australian and New Zealand Standard Research Classification > PSYCHOLOGY AND COGNITIVE SCIENCES (170000) > COGNITIVE SCIENCE (170200) > Computer Perception Memory and Attention (170201)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > COMPUTATION THEORY AND MATHEMATICS (080200) > Mathematical Software (080204)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > COMPUTER SOFTWARE (080300) > Computer Software not elsewhere classified (080399)
Australian and New Zealand Standard Research Classification > EDUCATION (130000) > CURRICULUM AND PEDAGOGY (130200) > Mathematics and Numeracy Curriculum and Pedagogy (130208)
Divisions: Current > QUT Faculties and Divisions > Faculty of Education
Copyright Owner: Copyright 2004 ATCM, Inc.
Deposited On: 16 Jun 2005
Last Modified: 09 Jun 2010 22:25

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