This study is based on two different, but overlapping, areas of knowledge: 3D-visualization and mathematics in compulsory school. Digital visualization has great potential as an enabler for learning and teaching. To achieve this potential, opportunities and limitations for technology and the content of the visualization must be understood. It is important to understand the interaction between information, technology and recipients (Skolforskningsinstitutet, 2017). New digital learning materials are based on different types of visual pedagogy. But what do we know about these teaching materials? Do children learn better through them? How do teachers handle these learning materials? How do teachers and students experience the work with visual pedagogy? And, which designs and theoretical frameworks have been the base for research?
In order to be able to concretize this study within a school subject, we have chosen mathematics since students’ knowledge has declined during the last 15 years, both nationally and (OECD, 2018; Skolverket, 2017). Increasing interest in students' results in mathematic is of the highest national priority. Research on mathematics didactics has become increasingly interesting as Swedish students' results in mathematics have declined.
Previous research in 3D and school subjects shows different results, possibly depending on the type of 3D teaching materials that are used; 3D-pictures, 3D-animations or 3D-interactive animations (Bamford, 2011; Hylén, 2013; Presmeg, 2006). Empirical studies focusing on the learning effects of 3D visualizations in school contexts are so far rare and inconsistent according to Korakakis et al. (2012). Differences in results can also depend on different software, quality of software, differences in the designer's design and chosen subject matter (Elentari, 2017). Researchers point out that the real value of new digital tools in the classroom could and should be verified through controlled evaluations (Andersson, Wiklund & Hatakka, 2016). This problem area, including differences between girls and boys regarding results and attitudes when learning geometry, comparing traditional teaching and teaching augmented with a visual learning component, were therefore the focus of this study.
The overall purpose of the study was to explore the effect of a digital visualization learning material on learning outcomes in geometry through a quasi-experimental mixed method study. The research questions were:
a) Does digital 3D visualizations have an impact on students’ results or attitudes when learning geometry in grades 6 and 8, and
b) Are there gender differences in results or attitudes when using 3D visualizations when learning geometry in grades 6 and 8?
In this study, we analyzed the results using two comprehensive frameworks for the integration of technology support in learning, Substitution, Augmentation, Modification Redefinition (SAMR) (Puentedura, 2006) and Technological Pedagogical Content Knowledge (TPACK) (Koehler & Mishra, 2009). The former framework contributed with a taxonomy in the discussion of how well the technological possibilities were utilized in teaching materials and in learning activities. The latter, TPACK, can be valuable in analyzing the teachers´ didactic use of the visualization software. Above all, teachers’ technical subject competence and technical-pedagogical competence play a part in how the performance of the lessons will ultimately be, and in what way the visualizations will benefit the students. The concept of affordance becomes interesting when analyzing students' actions or behaviors that were not planned or foreseen by the teacher. The latter framework, SAMR, is useful for a discussion of the didactic issues with a focus on the role of technology. The model can primarily serve as a basis for discussion as to what the transition to digital learning resources used in schools actually entails, and to discuss the design of the learning activities in which the students have participated.