DIGITAL LIBRARY
CAN MODERN TECHNOLOGIES IMPROVE STUDENTS' ATTITUDES TOWARDS MATHEMATICS?
University of Zilina (SLOVAKIA)
About this paper:
Appears in: EDULEARN25 Proceedings
Publication year: 2025
Pages: 2205-2214
ISBN: 978-84-09-74218-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2025.0627
Conference name: 17th International Conference on Education and New Learning Technologies
Dates: 30 June-2 July, 2025
Location: Palma, Spain
Abstract:
The demands of modern society are increasingly focused on strengthening economic development as a key prerequisite for improving the overall quality of life. We live in an era dominated by information and communication technologies (ICT), which have become an integral part of everyday life. Consequently, there is a growing demand for highly skilled professionals across various fields, and a high-quality education system is essential for cultivating such talent. The central challenge lies in achieving this efficiently, rapidly, and effectively. Traditional, centrally designed educational content and methods are no longer sufficient to meet these demands. Diverse and engaging teaching strategies can enhance the learning experience for both students and teachers, ultimately leading to improved educational outcomes – particularly in subjects such as mathematics. Often perceived as a collection of formulas and procedures to memorize, mathematics is, in fact, a discipline that fosters logical reasoning, precise expression, creative problem-solving, and imaginative thinking. In this context, three-dimensional (3D) simulations offer significant potential for enhancing mathematics education. Immersive virtual reality (VR) environments can provide students with novel perspectives and help develop their spatial reasoning skills even within an abstract field of mathematics. By visualizing mathematical concepts in 3D space, students can better comprehend and apply them. The integration of VR into education not only increases student engagement but also positively influences intrinsic motivation to learn.
Keywords:
Mathematics, geometry, education, VR technology, visualisation.