The impact of different collaboration formats on mathematical problem-solving in augmented reality

IF 13.2 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Computers & Education Pub Date : 2026-03-01 Epub Date: 2025-10-30 DOI:10.1016/j.compedu.2025.105491
Candace Walkington , Julianna Washington-Henderson , Jonathan Hunnicutt , Mitchell J. Nathan
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引用次数: 0

Abstract

Augmented reality (AR), where digital holograms are layered over the real world, is rapidly being applied to different educational domains, including mathematics education. However, little is known about how AR can be effectively designed for collaborative use. There are both practical and theory-based reasons to set up collaboration in AR in different ways, which result in different costs and opportunities for learning. Here we compare parallel collaboration, where each student separately experiences AR holograms on their own AR device, to observer/observed collaboration, where one student experiences AR overlays on their AR device, while another observes their first-person camera feed, to joint collaboration, where students see a single, synced AR hologram that updates based on their partners’ actions. We report a pre-registered within-subjects study where n = 70 high school students in pairs confronted holographic geometry tasks. We examine their actions and gestures, as well as their post-test performance, as it varied by the collaboration condition through which they learned the target mathematical concepts. Results suggest that parallel collaboration is most effective overall, with some evidence that joint collaboration might be superior for higher-knowledge learners. In addition, different collaboration formats predict different uses of gestures and actions, but we do not see positive associations between these gestures and actions and post-test performance. Implications for theory, design, and educators are discussed.
增强现实中不同协作形式对数学问题解决的影响
增强现实(AR)技术将数字全息图分层置于现实世界之上,正迅速应用于不同的教育领域,包括数学教育。然而,对于如何有效地设计AR以供协作使用,人们知之甚少。在AR中建立协作的方式不同,既有现实的原因,也有理论的原因,这就导致了不同的成本和学习机会。在这里,我们比较了并行协作(每个学生分别在自己的AR设备上体验AR全息图)、观察者/被观察者协作(一个学生在自己的AR设备上体验AR叠加,而另一个学生观察他们的第一人称摄像头反馈)和联合协作(学生看到一个同步的AR全息图,该全息图会根据合作伙伴的动作更新)。我们报告了一项预先注册的受试者研究,其中n = 70名高中生成对面对全息几何任务。我们检查了他们的动作和手势,以及他们在测试后的表现,因为它随着他们学习目标数学概念的合作条件而变化。结果表明,并行协作总体上是最有效的,有证据表明,联合协作可能对更高知识的学习者更有利。此外,不同的协作格式预测了手势和动作的不同使用,但我们没有看到这些手势和动作与测试后表现之间的积极联系。讨论了对理论、设计和教育工作者的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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