In a study published on April 20, 2025, titled Going Down the Abstraction Stream with Augmented Reality and Tangible Robots: the Case of Vector Instruction, researchers investigated how augmented reality and tangible robots could improve vector addition comprehension through gamification, achieving positive learning gains.
Graphical vector addition, despite its widespread use in engineering and science, often leads to misconceptions even at university level. To address this, researchers explored concreteness fading using augmented reality (AR) and tangible tools to enhance understanding of vector addition. They designed a gamified learning environment with three stages and tested it with 30 participants, achieving positive learning gains. Analysis revealed how participants interacted with AR and tangible tools during the learning process. The study demonstrates that combining these technologies effectively supports concreteness fading, offering insights into how users engage with concrete visualizations in educational settings.
Vectors are fundamental to robotics and engineering, yet their abstract nature often poses challenges for students. This difficulty arises because traditional teaching methods may fail to provide immersive experiences necessary for grasping these concepts effectively.
To address this challenge, researchers have developed an innovative augmented reality (AR) tool designed to enhance students’ comprehension of vectors in robotics. By integrating interactive activities into traditional lectures, the tool aims to bridge the gap between theoretical knowledge and practical application.
The AR tool utilizes two markers: one for velocity and another for concreteness fading. This approach allows students to engage with vector concepts through three stages—enactive, iconic, and symbolic—each designed to build understanding progressively. The enactive stage involves hands-on interaction, where students manipulate physical objects to understand vectors. The iconic stage uses visual representations to help students transition from concrete experiences to more abstract concepts. Finally, the symbolic stage introduces mathematical notations, enabling students to apply their knowledge in theoretical contexts.
A study involving 20 student teams who used this tool during lectures on vectors in robotics revealed significant improvements in understanding. Teams that engaged with both enactive and iconic stages showed particular promise, suggesting a synergy between hands-on interaction and visual learning. Additionally, the time spent on each stage decreased as students became more proficient, indicating an increase in efficiency and comfort with the system.
The implications of this research highlight the potential of AR technology to revolutionize STEM education by making abstract concepts more accessible. The tool’s success suggests that integrating interactive elements into lectures can enhance learning outcomes. Future studies could explore broader applications of AR in education, potentially leading to more effective teaching methods across various disciplines.
By leveraging augmented reality, educators can create dynamic learning environments that cater to diverse learning styles, ultimately fostering deeper understanding and engagement among students. This approach not only addresses the challenges of teaching abstract concepts but also opens new avenues for innovative educational tools across STEM fields.
👉 More information
🗞 Going Down the Abstraction Stream with Augmented Reality and Tangible Robots: the Case of Vector Instruction
🧠 DOI: https://doi.org/10.48550/arXiv.2504.14562
