The Use of Immersive Technology in the Study of Mathematical Logics in
Secondary School
Vladyslav Ye. Velychko
1 a
, Elena G. Fedorenko
1 b
, Nataliia V. Kaidan
1,2 c
and Vadym P. Kaidan
3 d
1
Donbas State Pedagogical University, 19 Batiuk Str., Sloviansk, 64122, Ukraine
2
Limited Liability Company Technical University “Metinvest Polytechnic”, 80 Pivdenne Hwy, Zaporizhzhia, 69008,
Ukraine
3
University of Economics and Entrepreneurship, 13 Heroiv Maidanu Str., Khmelnytskyi, 29013, Ukraine
Keywords:
Mathematical Logics, Immersive Technology, Learning Tools.
Abstract:
The majority of information which a person perceives during their lifetime is received through the perception
of visual images. This rule is observed during the performance of any kind of activity. Therefore, not taking
into account the visual presentation of new knowledge during the learning process as well as its quality are
a mistake, which becomes an obstacle for the new generations to receive a quality education. Taking into
account the current realities and demands on the knowledge, skills and abilities acquired during the training,
the problem of using high-quality visual educational content is closely related to the development and use of
information and communication technologies. The work examines and analyzes the current state of the use of
immersive technologies in education, examines the possibilities and specifics of the use of virtual worlds in the
educational process. The practical results of approbation of virtual tools in the educational process are given.
A pedagogical experiment aimed at determining the effectiveness of immersive technologies in the realities of
Ukrainian education system has been launched.
1 INTRODUCTION
The tendencies of modernization of education depend
on the globalization processes in the world, the needs
of the labor market, external factors such as, for ex-
ample, the quarantine caused by COVID-19, and so
on. Considering this, the digitalization of the educa-
tion system opens up many prospects for quality im-
provement in the educational process. Thus, under
the conditions of the rapid development of informa-
tion and communication technologies (ICT), the ways
of teaching at schools of general education are chang-
ing.
For many years in a row, teachers have been us-
ing videos during classroom lessons to present the
theoretical part of the new material in the classroom.
Nowadays the flipped classroom technology is gain-
ing popularity. The implementation of the technology
a
https://orcid.org/0000-0001-9752-0907
b
https://orcid.org/0000-0002-1897-874X
c
https://orcid.org/0000-0002-4184-8230
d
https://orcid.org/0000-0003-2008-3539
is not possible without the use of educational informa-
tion, which is based on video. However, the increase
in the level of learning with the help of electronic ed-
ucational resources based on the use of video clips
in the “Let’s Plays” genre cannot be seen. We note
that unlike previous generations of students who inter-
acted with websites, blogs, and educational channels
based on social media, the current generation learns
more through YouTube Let’s Plays and Twitch-based
video streams. The current younger generation does
not use books, web pages, or any of the technologies
traditionally used by older people.
The formation of a new format of digital literacy
is necessary for the participation of young people in
these, mostly special, educational environments. First
of all, it is the ability to record and edit videos, “cap-
turing” and broadcasting gameplay and other activi-
ties on the screen, a high level of technical communi-
cation, and the ability to inform and teach others by
performing complex tasks. The so-called immersive
technology, i.e. the technology that integrates the vir-
tual environment with the physical environment, be-
comes relevant, which allows users to naturally inter-
326
Velychko, V., Fedorenko, E., Kaidan, N. and Kaidan, V.
The Use of Immersive Technology in the Study of Mathematical Logics in Secondary School.
DOI: 10.5220/0012064100003431
In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology (AET 2021), pages 326-337
ISBN: 978-989-758-662-0
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
act with the mixed reality, which includes two main
types of reality, as augmented (AR) and virtual (VR)
(Arbogast, 2019).
2 RESEARCH METHODS
In the process of the study, the theoretical and gen-
eral scientific methods were used to solve the tasks set
in the work: the analysis of psychological and peda-
gogical resources on the problem of the research to
understand the state of development of using immer-
sive technology in the study of mathematical logics
in secondary schools, the identification of the areas of
research, the principles and approaches to the use of
immersive technology in teaching; a summary of na-
tional and foreign experience in the use of immersive
technology in secondary schools to identify the ten-
dencies of development, the clarification of the basic
conceptual and terminological framework, the estab-
lishment of the conceptual foundations of the study;
theoretical analysis, systematic analysis. In order to
solve the set tasks such empirical research methods
were used: the experimental study of the use of im-
mersive technologies in the study of mathematical
logics in the secondary school, the expert evaluation
of the results of the survey, the observation of the ini-
tial activities with the use of immersive technologies
in the educational activities.
3 LITERATURE REVIEW
Among the researchers, the problem of immersive
technologies in education was addressed by Babkin
et al. (Babkin et al., 2021), Burov and Pinchuk
(Burov and Pinchuk, 2021), Klochko and Fedorets
(Klochko and Fedorets, 2022), Kovalchuk et al. (Ko-
valchuk et al., 2020), Mintii (Mintii, 2023), Mintii and
Soloviev (Mintii and Soloviev, 2018), Shepiliev et al.
(Shepiliev et al., 2021). The concept of immersive
technologies is interpreted differently, so, for exam-
ple, Sokolyuk (Sokolyuk, 2021) defines it as a com-
plex of people’s sensations, which are located in an
artificially created three-dimensional world, in which
they can change their viewpoint, zoom in and out the
objects, and so on.
According to Sergeev (Sergeev, 2013), the expo-
sure of the subject to the environment of learning, in
particular to the immersive environment, and the ori-
entation in it allows us to examine the processes of
including the subject into the “worlds” of learning,
which can live according to their own laws and not
correspond to the worlds of physical reality. The re-
searcher specifies three types of exposure: exposure
to the subjective world, exposure to the physical envi-
ronment and exposure to the virtual environment.
Among the investigators of the problem of edu-
tainment, which is learning through play, in mod-
ern pedagogy we can see such scholars as Bucking-
ham (Buckingham, 2013), DeVary (DeVary, 2008),
Kazanci and Okan (Kazanci and Okan, 2009),
Tokarieva (Tokarieva et al., 2019), Varina (Varina
et al., 2022). Addis (Addis, 2005), a professor at Boc-
coni University in Italy, points out that edutainment is
a specific activity that is based on learning and satis-
faction with one’s own curiosity.
Semerikov et al. (Semerikov et al., 2022) ana-
lyze the approaches to the definition of “immersive-
ness”, “immersive educational environment”, “im-
mersive approach in education”, “immersive educa-
tional resources” (IER), which were used to iden-
tify the relationship between the virtual environment
and the learning environment, which is being imple-
mented, the pedagogical aspects of learning in immer-
sive environments are examined.
Video games for education form an essential seg-
ment of educational content today. Digital-Game
Based Learning is becoming increasingly popular. A
study by Tokac et al. (Tokac et al., 2019) presents
the effectiveness of video games-based mathematics
training. In their work the researchers claim that
video games contribute to the improvement of math-
ematical knowledge in comparison with traditional
ones. Wouters et al. (Wouters et al., 2013) have stud-
ied the influence of “serious games” on learning in de-
tail. They have proved that those who learn through
serious games have learned more compared to those
who learned through conventional teaching methods.
Scientists have different opinions on the use of games
in teaching. One part of them says that for the success
of digital-game based learning it is necessary to have
“correct” games for teaching. Another part believes
that teachers should take an active role in developing
educational activities with the help of digital games
(Cayatte, 2014; Gallagher, 2014). Teachers should
adapt digital games as part of their teaching tools.
In the study by Chen et al. (Chen et al., 2020)
the effect of competition in digital game learning was
analyzed. According to the data obtained during the
research, competition in digital game-based learning
(DGBL) was effective for mathematics, science, and
language. It was effective for students of schools and
college students. The highest effect was observed dur-
ing the task performance in puzzle games, strategy,
role-playing games and modeling, but not in action
games. As a result, it was discovered that the com-
The Use of Immersive Technology in the Study of Mathematical Logics in Secondary School
327
petition in DGBL was equally effective for cognitive
and non-cognitive results.
Similar results of the research on the use of games
in K-12 mathematics education were acquired by
Byun and Joung (Byun and Joung, 2018). First of
all, this paper examines the current trend of digital
learning based on games by analyzing the research
on DGBL for mathematics learning and achievements
in mathematics learning. Secondly, the future direc-
tions of DGBL research in the context of mathemat-
ics teaching have been noted. Researchers have ana-
lyzed 296 studies, of which only 33 were identified as
empirical and were systematically analyzed to inves-
tigate current trends. In addition, due to lack of statis-
tical data, only 17 out of 33 selected studies were an-
alyzed to calculate the overall effect of digital games
on mathematics education.
A related study was conducted by Clark et al.
(Clark et al., 2016). The authors analyzed the pub-
lished results of research on the overall effect of dig-
ital games on learning outcomes from 2000 to 2012.
They took into account 1040 papers, of which only 69
had information about the unique empirical research
use of digital electronic games in education. A total of
6,869 respondents were involved in the selected stud-
ies. As a result the researchers concluded that games
as a medium certainly provide new and powerful op-
portunities, but it is the active creative activity in the
game environment that determines the effectiveness
of the learning environment.
Gunter et al. (Gunter et al., 2008) analyzed the
RETAIN model (Relevance, Transfer, Adaptation,
Immersion, Naturalisation) model, which is based on
the following positions: relevance represents the cor-
respondence of the materials to the students’ needs;
concordance the necessity of presenting the aca-
demic content in accordance with the game plot; in-
tegration based on the existing experience of students
in other spheres, as well as the possibility of using
the knowledge in real life; adaptation – change of be-
havior as a result of integration from the virtual into
the real world; engagement – intellectual involvement
in the game process; implementation of the skills ac-
quired in the game and their use in real life.
Apart from the above-mentioned issues, the re-
lationship between game, pedagogical, and realistic
components in serious games is no less important.
Harteveld (Harteveld, 2011) says in his work that the
attributes of serious games are: pedagogy, low re-
source intensity, timeliness, harmony, experience, un-
ambiguity, research, game elements, attributes, inter-
activity, involvement, learning goal, goal groups, or-
ganization, reality and challenge. Pedagogy declares
the necessity of reflexion, but the game, ideally, en-
courages it. The highest results are achieved by learn-
ing by doing, which means that students must not
just read the text, but live the learning process inter-
nally. The low level of informational intensity of re-
sources allows children to form the ability to make
self-evaluations and make decisions.
An important issue is also the efficiency of digi-
tal learning on the basis of games. There is a vari-
ety of methods for evaluating DGBL, which leads to
controversy in determining the reliability and valid-
ity of certain methods. All et al. (All et al., 2016)
investigated various methods of assessing teaching
effectiveness, which were developed by experts in
the field of psychology and pedagogy by means of
structured meetings in order to identify the most im-
portant methods for conducting DGBL effectiveness
studies. The suggested improvements in the method-
ology of determining the level of efficacy relate to
the implementation of the intervention both in the ex-
perimental and control groups. The participants of
the experiment themselves determine which elements
should be omitted during the exercise (for example,
the instructor’s supervision, additional elements con-
sisting of essential information), and which elements
will be important (for example, procedural support,
training). The investigators determined the parame-
ters for which the similarity between the experimental
and control conditions (e.g., time of influence on the
workout, instructor, day of the day) can be achieved.
Regarding the testing of methods, the suggested im-
provements concern the exposition of participants to
the conditions (e.g., parameters to be taken into ac-
count when using blocked randomized design), the
general design (e.g., the need of an initial test and
a control group), and the test development (e.g., the
need to design and run a parallel test), the need for
an initial test and a control group) test development
(e.g., developing and running parallel tests) and test-
ing (e.g., next steps after at least 2 weeks of training).
Gamification is the use of certain elements of
games in non-gaming practices. Salen and Zimmer-
man (Salen and Zimmerman, 2004) define a game as
a system in which players are involved in an artificial
conflict, which is defined by the rules and is expressed
in a quantitative result. Gamification is distinguished
from other game formats by the fact that its partici-
pants are focused on the purpose of their real activity,
not on the game as such. Game elements are inte-
grated into real situations to motivate specific forms
of behavior under given conditions.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
328
4 RESEARCH RESULTS
The research of recent years shows that the market
value of educational software in 2018 was $2.3 bil-
lion, and by 2025 this number will be doubled. This
assumption indicates the active implementation and
use of software in all spheres of education and cul-
ture. And these interactive tools include immersive
technologies, i.e. the technologies of full or partial in-
clusion in the virtual world, as well as different kinds
of virtual and mixed reality. But first we need to find
out what kind of technologies allow to create modern
content, and what the difference between them is.
Real reality (RR) the objective reality in which
we are and which we perceive by our senses.
Augmented Reality (AR) the technology of vi-
sualization, which is associated with the combina-
tion of real world objects and information, com-
bined through the use of computers, is able to
project digital information behind the screens of
devices and connect virtual objects to the real en-
vironment. PokemonGO, which has been popu-
lar for a few years now, is a great example of AR
technology.
Virtual Reality (VR) is a technology that trans-
ports people into a artificial world where the natu-
ral environment is completely altered. In general,
virtual reality means the creation of an imitation
of real world experience, in which people can en-
ter at any time with the help of technology.
Mixed reality (MR) is the latest development in
the technology of virtual reality, which can cause
a variety of sensations. Mixed reality occurs not
only in the physical or virtual world, but it is a
mixture of the reality of our world and virtual re-
ality, which can be seen as a supplement to reality
and a supplement to virtual reality.
360-photos, video is a content consisting of one
360° or several stitched photos and videos. This is
the process of creating photos of a certain object,
which are taken from different sides and com-
bined into one package. Viewing 360-photo gives
you the opportunity to see a lot more details, so to
say to feel them at the physical level.
The use of immersive technologies opens up a lot
of new possibilities in teaching and education, which
are quite complicated, time-consuming or costly for
traditional approaches. They outline nine facts in
favor of immersive technologies, such as clearness,
concentration, maximum involvement, safety and ef-
fectiveness. With the help of AR and VR, learning
a subject is a much more effective way than standard
teaching. The majority of publications on this prob-
lem indicate the possibility of using VR and AR tech-
nologies in the educational sphere for the purpose of
visual modeling of educational material, supplement-
ing it with more knowledge, developing children’s
spatial ideas, skills of research and experimentation,
extensive projecting, which saves time on learning in-
formation, accelerates learning and makes this pro-
cess fun and active.
It is known that the number of different natural
and social sciences, which usually act simultaneously
as a consumer and provider of scientific and practi-
cal results for the field under consideration – physics,
mathematics, linguistics, biology, psychology, etc.,
belong to the number of calculating sciences. An im-
portant place among computational sciences is occu-
pied by the relevant part of mathematics, which has
various names: theoretical informatics, mathematical
theory of calculations, cybernetics, etc.
The part of mathematics, which is a number-
ing science, is also not homogeneous. It includes
branches of mathematical physics, the theory of nu-
merical methods of differential equations, the theory
of mass maintenance, which is used for creating op-
erational systems, in the theory of games and so on.
However, the central place in this field of mathemat-
ics, which is connected to the computational sciences,
belongs to mathematical logics and algorithm theory.
Often these two disciplines are combined under the
joint name “mathematical logics”, considering algo-
rithm theory to be a part of mathematical logics in the
broad sense of the word.
Since among mathematical disciplines mathemat-
ical logics is the only discipline that studies the rela-
tionship between texts and their meaning, The math-
ematical description of this relationship is of primary
importance when texts are transformed from a means
of communication between people into a means of in-
teraction with a computer.
Nowadays mathematical logics is becoming more
and more important, it is a theoretical basis for infor-
matics, which middle school students study in grades
10-11, so it is very useful to develop and refine the
concepts of mathematical logics at an early school
age. It is necessary to introduce it to students as early
as possible, using it in practice. We therefore pro-
pose to introduce mathematical logical elements in
the school mathematics course. This approach can be
closely connected with the program of developmental
teaching, which is now being implemented in many
schools.
But many children find it difficult to learn math-
ematics at school and one of the reasons is the loss
of motivation for learning or the subject itself. To get
The Use of Immersive Technology in the Study of Mathematical Logics in Secondary School
329
rid of this problem, elements of mathematical logic
should be introduced in the primary and secondary
schools through educational games. In the process
of games children memorize different logical tasks,
which form certain logical operations without notic-
ing. Thus, the basis for learning the number of words,
one of the sections of mathematical logics, is laid.
Game techniques have always been used in school
education. Tests and examinations, passing from one
class to another, final tests – all of these have elements
of the game, but they are not always valid. The prob-
lem is that classical educational methods often ig-
nore the simple but important fact that learning should
bring joy and satisfaction, should be entertaining. It
is known that the human brain is set up for the posi-
tive, that is, when instead of struggling with boredom
there is a drive and positive emotions, information is
absorbed more easily.
The main reason for play-based methods is to fo-
cus on mistakes. Teachers at school always focus on
mistakes, but rarely praise for correct answers or so-
lutions. The fixation on mistakes causes students to
concentrate more on grades than on knowledge. In
computer games, on the other hand, faults are ac-
cepted and are the main tool for achieving success.
Let’s take the game Angry Birds, which at least once
played all modern children. It vividly demonstrates
how with each failure the player tries new variants
of successful achievement of the goal to kill the
pigs. By playing, we know that there is nothing wrong
with failure – the sooner we do something wrong, the
sooner we can find a good solution. Game is one of
the ways of motivation, the development of logical
thinking, but not universal peremptory mean. Gami-
fication without high-quality educational content will
not work.
In order for the learning process to be called gam-
ifiable, it must contain the 4 characteristics that Mc-
Gonigal (McGonigal, 2010) revealed in her TED talk:
clearly defined goals that provide motivation to
participate in the game;
logical and step-by-step rules that set the limits
and framework for achieving the goals;
a stable communication system ensuring that the
objectives can be achieved and the players comply
with the rules;
a voluntary agreement to participate in the game
and follow the rules for achieving the goal.
Werbach and Hunter (Werbach and Hunter, 2020)
emphasize on the motivational function of gamifica-
tion. They believe that gamification allows to activate
people’s learning activity. Moreover, gamification al-
lows not only to create new games, but also to use
their components for motivation. According to them,
any game component can be used behind the game
format to shape people’s attitudes toward a certain en-
vironment.
Among the many applications of digital learning,
Lifeliqe’s main product, the Digital Science Curricu-
lum, deserves special attention. This project (https:
//www.lifeliqe.com/products/lifeliqe-app) focuses on
the K-12 science curriculum, involving students in an
open-ended interaction with STEM subjects. This in-
teraction is enabled by interactive 3D models, more
than 1,500 available in AR/VR, and a large number of
animated videos. Thanks to this, users can use more
than 1,000 prepared and ready-to-use activities with
great efficiency. An important factor of handy use is
that the available digital content is fully compatible
with the main natural science textbooks used in the
U.S. educational system.
One of the games that has become very popu-
lar among children and teachers is Minecraft (https:
//minecraft.net). Minecraft is a virtual community
where players can wander and interact with the world
from blocks. Since its release in 2011 the game has
become a cultural phenomenon. Over 200 million
units were sold worldwide (data as of August 2020)
(Chiang, 2020). Due to this success, a special version
of Minecraft: Education Edition (Minecraft EDU,
https://education.minecraft.net/) was released.
The Minecraft EDU educational game process is
structured as follows: the teacher controls the virtual
map where students play; the teacher can integrate
lessons and assignments into this map. To prevent
teachers from doing too much extra work, the game
offers a rich library of previously created “worlds” as
well as a collection of previously created lessons. The
Minecraft EDU learning environment provides you
with a wide range of options. For example, finding
the perimeter of that particular area or distinguish-
ing dinosaur remains from other digs. The teacher
gives each student access to the buildings and places
on the virtual map, thus coordinating his or her activ-
ities. This makes it possible to teach many people at
the same time individually (Fedorenko et al., 2021).
Due to its flexibility, the game is easily adaptable
to different educational subjects. For those who have
decided to try Minecraft EDU in their classes, you
may want to consider these suggestions:
1. Before the game, discuss together with students
the rules of behavior in the virtual world. No one
will be pleased if a classmate destroys a copy of
the Arc de Triomphe you’ve been working on for
a couple of sessions.
2. Confirm that your world is set up for the task
of the lesson, before the start of his students.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
330
For those teachers who are too busy, Minecraft
EDU offers a ready-to-use starter kit of core
school subjects (https://education.minecraft.net/
class-resources/lessons/).
3. Make a paper copy of the instructions, assign-
ments, questions, or suggestions for your stu-
dents. This will help them concentrate on the task.
4. Allow time for an introductory lesson to show
children the basics of the game: click on the
menu, perform the main actions. It is better to
combine beginners players with experienced, to
facilitate learning. It’s important to remember that
this is just a game that helps us accomplish a cer-
tain task. Combine the secondary educational en-
vironment books, textbooks with the Minecraft
environment.
5. Take a break every 30 minutes. At this time, ask
students to share their accomplishments or diffi-
culties, as well as their feelings with the class.
Let’s look at a few already existing Minecraft
EDU worlds that can be used by teachers of various
school subjects. The first world is called Tutorial-
world and is a guide to the Minecraft world. In fact,
it is necessary for those teachers and students who are
not familiar with Minecraft, or for those who need to
update their memory about the basics of the game and
the means of controlling their actions, for example, in
the creation of objects. To use this guide you only
need to download the file .mcworld and import it into
Minecraft: Education Edition. During the course of
the course you will be accompanied by two guides
Jessica and Stephen. However, you should not forget
that to get the best results, you should get the maxi-
mum amount of information, which you can get from
the special knowledge base.
Fantastic-mr-fox’s world is Mr. Fox’s fantastic
world, which gave us the idea of creating a fantas-
tic world of our own. The use of this world in the
teaching process has the following goals: to learn
to recognize the meanings of individual words and
whole phrases; to learn how to describe characters
and events and to write stories based on the text, using
the details found in the text itself. As one of the vari-
ants for the development of the teaching process itself,
you can use the previous viewing of the final of the an-
imated film “Fantastic Mr. Fox” with the subsequent
analysis of the events and attempts to invent a contin-
uation of the story. That is, students are encouraged
to invent their own history of how the stars will live
in the future, what kind of resources they will need,
what kind of housing and its modifications they will
need. “Practical” activity with the world of Minecraft
Fantastic Mr. Fox is in the creation of housing for the
own character in the underground zone of the virtual
construction. In addition, the students are encouraged
to use these coordinates, create tunnels to three farms.
A separate task is to write an article for the newspaper
or a story about a day in the life of the inhabitants of
the underground city.
The geography teacher will enjoy worlds with
such biomes as the savannah, mountains, taiga, and
the ocean, for example, the world of secret-reef. This
world is dedicated to learning about coral reefs, their
possible structure, the most varied forms, sizes and
colors. A coral reef is composed of several assem-
blages of coral blocks. Each of these assemblages
has a certain type. For example, dead corals. More-
over, these assemblages can be realized with differ-
ent forms. But there is no rule that necessarily some
structure must be composed of one type of corals.
More often for everything on one reef there are sev-
eral types of corals. Depending on the edition, there
may be different types of assemblages.
The world of project-storytelling offers its own
variant of teaching, which will be useful for teach-
ers of literature and Ukrainian language. Its pur-
pose is to encourage the development of creative skills
in writing texts. In this world, where the “Tree of
Souls” is located, you will find yourself in a rural
area with stores and houses. The temples of the 4
elements (Fire, Water, Air and Earth), 11 theme fac-
tories and buildings, 35 vacant lots for students to cre-
ate their own buildings or businesses, 6 mini islands
with unique possessions so many opportunities en-
courage each of the students to create their own story.
For biology teachers there is a lesson on ele-
phant life and protection called watr-humans-and-
elephants. Interesting lesson lesson-hub-volume-i,
where the author wrote that in this world there is
a collection of educational activities you can en-
gage in learning fractions or study the history of
the United States in the mid-20th century. Physics
teachers will find it interesting to study the properties
of Redstone in the redstone-breakout and redstone-
lodge worlds. In this educational virtual world you
can create traps, automated crop farms, and much
more. World-of-chemistry and lessons in chemistry-
lessons will be of use to chemistry teachers. In these
worlds there is a great table of chemistry elements
of Mendeleev. Children are happy to learn the pro-
cess of creation of air balloons. Teachers of informat-
ics are interested in the program lessons/code-builder-
for-minecraft-education-edition. In this course, it is
necessary to use Code connection and be able to work
with Scratch, CodeMake, Tynker, which also deals
with 3D modeling and allows you to move the cre-
ated objects in the Minecraft world.
The Use of Immersive Technology in the Study of Mathematical Logics in Secondary School
331
The most interesting thing in Minecraft is the Red-
stone resource, which can be used to create logical
schemes. Thus, the player can make their build-
ings interactive. The chains created with Redstone
transmit energy from one unit to another, like electric
chains, and the torch is needed to supply energy to the
chain. If you install pins, buttons and other control el-
ements and use them, the grader will be able to switch
the lance from one position to another.
Minecraft allows players to create logical valves
that perform simple logical operations. For example,
by using two shafts, you can create an AND” valve
that lets “energy” through only when both levers are
active, or an “OR” valve that lets “energy” through if
either of the two levers are active. This system has
a device of real electronics and Boolean logic, which
allows to create complex mechanisms. Thanks to this
feature the game can serve as a virtual constructor for
programmers and engineers. The teacher can use not
only ready-made lessons, but also create their own.
One of the most widespread and popular types of
games are constructors, because they allow you to
learn through the gameplay and discover the basics
of technical skills. A variety of programs and web
resources that allow you to look at the process of cre-
ating new devices or appliances are also the essence
of the designers, if you look at them for the impact on
the development of skills. The online resource Tin-
kercad (https://www.tinkercad.com) is a web tool that
allows you to model objects of any complexity, which
in the future can be built on a 3D printer. Tinkercad
does not have any restrictions in the professional con-
text. In particular, it is possible to create electronic
circuits and connect them to the Arduino virtual cir-
cuit board simulator. These powerful tools make it
much easier to learn how to design and program new
circuits for those who are just starting to use Arduino.
We investigated two virtual learning environ-
ments, one created with Minecraft EDU and the other
created with Tinkercad and their practical use on the
topic “Logical operators”.
According to the curriculum, the subject “Logic
operators” is studied during the study of the subject
“Informatics” (8th grade) and is related to such issues
as the basics of algorithmization and programming,
processing and storage of information. For a better
understanding of the educational material is needed
not only sources of information, but also working dig-
ital models. To implement these models on the basis
of real mechanics or electromagnetic devices is quite
difficult and ineffective, because the students, for the
most part, will not be able to understand the existing
analogues. In this case, it is better to use the virtual
learning environment for everything, which is in fact
a virtual world where most of today’s children feel “at
home”.
Despite the large number of researches on gamifi-
cation, this educational trend has not become popular
in the Ukrainian education system, as evidenced by
the survey conducted as part of the MoPED (Morze
et al., 2018). Only 7.5% of lecturers, 18.6% of stu-
dents, and 15% of teachers considered gamification
as one of the three most important educational trends.
The reasons for this result lie in the weak technical
base of universities, partial awareness of the teaching
staff in the information and communication sphere,
the use of English language in most Internet plat-
forms, the lack of methodological methods of using
gamification, the lack of financial resources for paid
subscriptions.
Partly this problem can be solved by training
prospective teachers to use gamification technology
in the educational process of the school within the
framework of university educational programs. Train-
ing of future teachers for the use of serious games
must be a process that is purposeful, planned, mul-
tilevel and multi-stage nature with the organized in-
teraction of all participants in the educational pro-
cess and aimed at mastering the knowledge and skills
of using serious games in educational activities with
constant monitoring of the achieved results. This
makes it possible to assert the necessity to include
in the vocational training of future teachers disci-
plines aimed at acquiring knowledge and skills in the
field of gamification in the educational activities of
schoolchildren.
Educational training programs for future teachers
of mathematics, physics and informatics do not in-
clude educational components that form competen-
cies for using serious games in professional activities.
However, the elements of such training should be in-
cluded in the educational components, taking into ac-
count the departmental spheres of professional train-
ing. The topic “Logical operators” is related to such
educational components as mathematical logic, al-
gorithm theory, discrete mathematics, programming,
teaching methods, etc. The inclusion of elements
of gamification in these educational components will
form the basis for the further use of gamification in
professional activities. For this purpose it is neces-
sary to use every opportunity. Thus, in our opinion,
such possibilities can include:
visual materials for lectures (screenshots created
in the game environment or in its background,
product placement);
practical tasks with elements of gamification (full
or partial use of serious games);
independent work performed in game environ-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
332
ments (additional points for use in the process of
playing games);
laboratory works on teaching methods (results are
aimed at creating educational content and taking
into account students’ desire to use games).
Special attention should be paid to the training of
future teachers for the knowledge and skills of using
serious digital games in teaching in the teaching disci-
pline Methods of teaching by branches of knowledge.
It is necessary not only in theory but also in practice
to study the stages of organization of educational ac-
tivities on the basis of serious games, such as:
to identify the target audience of the educational
content;
to set the instructional goal;
to create the structure of the educational content;
to identify the elements that can be gamified;
to implement the selected elements through a dig-
ital game;
to use the developed educational content;
to perform monitoring of the educational process
on the spot and at the end of the day;
to analyze the results obtained.
During the training at the HEI, future teachers
need to be prepared to use serious games based on the
advantages and disadvantages of gamification. Ad-
vantages include: the ability to use distance learning
(both individually and collectively); the ability to use
a variety of multimedia tools and modern technology;
strengthening the creative abilities of individuals,
development of creative thinking, self-organization,
self-control and self-discipline; less academic pres-
sure, increasing independence in learning and self-
development; increasing interest in learning through
an interesting presentation of the material, which in-
creases the level of mastering the material. The dis-
advantages of gamification are: the presence of deficit
of communication during the training; the possibility
of the emergence of irrational judgments; increased
number of hours that people spend at the computer;
possible technical failures in the work; the need for
special training of teachers and a certain amount of
time for learning new technologies; a considerable
amount of time for the development and implemen-
tation of game technologies; high financial and time
costs.
During our research we carried out an survey
among the students of the State Higher Educational
Institution “Donbas State Pedagogical University”,
who are studying on the educational programs of
secondary education (mathematics), secondary edu-
cation (physics), secondary education (informatics)
or on their combination with other educational pro-
grams. Respondents were asked the following ques-
tions:
1. How do you feel about the use of any games in the
educational process? (positive/negative)
2. Are you familiar with the concept of gamifica-
tion? (yes/no)
3. How do you feel about limiting the use of mo-
bile devices in educational institutions? (support-
ive/not supportive)
4. How do you feel about the increasing influence
of mobile devices on children’s education? (posi-
tively/negatively)
5. Do you support the teaching of children at school
through computer games as a necessary element
of the teaching process? (I do/I do not)
6. Do you support the training of adults through
computer games as a necessary element for im-
proving qualification and acquiring new knowl-
edge and skills? (I approve/not approve)
7. Did you have your own experience of learning
through the computer game? (yes/no)
8. Do you know someone who has had some expe-
rience with learning through a computer game?
(yes/no)
9. Should the teaching of methods that use gamifi-
cation in the teaching process be a necessary ele-
ment of pedagogical education? (yes/no)
10. Are you ready to learn how to use games during
your own professional activities? (yes/no)
A total of 102 students took part in the survey. The
results of their responses are presented in table 1.
Table 1: Results of answers during the survey.
Question
yes / positive
/ support
no / negative
/ do not support
Q1 85 17
Q2 76 26
Q3 22 80
Q4 63 39
Q5 74 28
Q6 55 47
Q7 19 83
Q8 24 78
Q9 63 39
Q10 69 33
The results show that most of the students are fa-
miliar with the concept of “gamification”, are ready
The Use of Immersive Technology in the Study of Mathematical Logics in Secondary School
333
to learn by playing and to teach others. Most of the
respondents are ready to learn new methods and sup-
port new forms and means of learning and do not un-
derstand the restrictions on the use of mobile devices
that can be useful in educational activities. However,
the number of those who have used or interacted with
them is very small, although there is a tendency for
the number of students who learn through games to
grow.
As it was mentioned in the theoretical part of our
research, we introduced elements of gamification into
the educational disciplines of teaching methods. We
have been offered the laboratory tasks of working out
the educational scenarios of “Logical operators” in
the Minecraft EDU environment (figure 1) and cre-
ating the educational project in the Tinkercad envi-
ronment (figure 2). As a result of the group project,
several teaching tasks were created and tested during
the students’ production practice at educational insti-
tutions.
The aim of the educational project in the Tin-
kercad environment is to demonstrate the principles
of algebraic logic and the construction of tables of
truth, which the students studied as part of this sub-
ject. However, this material was theoretical for them,
because it did not create an idea of how it could be im-
plemented in real life. Therefore, the main condition
for the effectiveness of the lessons was to create con-
ditions for a clear demonstration of the work of logi-
cal elements. The most optimal variant in this case is
to conduct lessons with additional study of materials
related to electronics and circuit engineering.
The students were given the task to independently
create tables of truth for logical AND” and “OR”,
design an informational model of the circuit in the
Tinkercad environment, test it on the basis of the prin-
ciple circuit, and, in case of a successful result, build
this circuit on the breadboard.
After the scheme was created, it should be tested
and the results of the work should be compared with
the results of the tables of truth. The result of this
project is the creation of a physical object as a proof of
the correctness of the truth tables for logical elements.
This was successfully achieved due to the fact that all
subject areas were taken into account in the necessary
proportions with the successful implementation of the
interdisciplinary approach. The goal was successfully
achieved and the results of their work resulted in an
electrical scheme, which fully corresponded to the re-
sults of their calculations and reflected the principles
of logical “AND” and “OR” operation.
With the help of the Tinkercad environment you
can introduce students to the concept of relay-contact
circuits. We explain, under the contact we mean the
physical body, which can exist in only two states
“on”, “off”, which we will denote as 1 and 0 accord-
ingly. Connecting contacts in series corresponds to
the operation “conjunction”, and connecting them in
parallel corresponds to the operation “disjunction”.
By opening contact we denote a contact that does not
conduct current, which corresponds to the negation
operation of the algebra of statements. In other words,
we show that the algebra of relay-contact circuits,
which is isomorphic to the algebra of statements, is
created. The analogous equivalences of the algebra
of statements correspond to equivalences of the alge-
bra of relay-contact schemes. Using examples, it can
be shown that each of the investigated schemes is de-
scribed by the corresponding formula of the algebra
of relay-contact schemes. Thus, the practical signifi-
cance of mathematical formulas is explained.
The students’ reports on the internship and their
own observations revealed a significant interest in the
suggested tasks. Despite the fact that the topic “Log-
ical Expressions. Changes of Logical Type. Logic
operations” in the 8th grade belongs to the section
“Programming” and is often difficult to understand,
the material was studied at a high level. This is evi-
denced by the fact that further use of the knowledge
gained during the study of the topic “Logical Expres-
sions. Changes of Logical Type. Logic operations”
in such topics as Algorithms with branching” and
“Cyclic algorithms” did not cause any difficulties in
learning these new topics. Moreover, the homework
assignment, which students often do without enthusi-
asm, was completed successfully and absolutely by
all students without exception (boys and girls), in-
dicating their interest in this educational tool. The
survey of students showed that close to 18% of 8th
grade students had active Minecraft accounts and par-
ticipated in collaborative game sessions. This differ-
ence did not have much effect on the results of the
tasks. Children who already have Minecraft game ac-
counts completed the tasks quicker than their peers.
However, the virtual learning environment created by
the Tinkercad tools has caused more interest among
children who are engaged in robotics. This can be ex-
plained by the fact that robotics has a more realistic
realization than the imaginary world of Minecraft.
5 CONCLUSIONS
The development of computer technology and a gen-
eral increase in digital literacy on the one hand and
the complication of conditions for achieving educa-
tion on the other (COVID-19) contribute to the search
for new, more effective, ways and methods of learn-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
334
Figure 1: Example of creating a logical operator in Minecraft EDU.
Figure 2: An example of creating a scheme for the logical operator “AND” in Tinkercad.
ing. Besides the use of electronic educational re-
sources in the form of websites, blogs, channels, there
is a need to implement learning through technologies
that provide a high level of visualization in combina-
tion with the “interaction” with the physical environ-
ment. In other words, there is a need to teach using
immersive technology that integrates the virtual en-
vironment with the physical environment and allows
users to naturally interact with mixed reality, which
in turn includes the augmented (AR) and virtual (VR)
realities.
Practical use of immersive technologies in the ed-
ucational process is best combined with gamefica-
tion the use of certain elements of games in non-
game practices. So, in order to motivate specific
forms of behavior in given conditions, game elements
are integrated into real situations. The positive results
of this synergy can be seen through such examples
as the Lifeliqe an educational program for the dig-
ital sciences (Digital Science Curriculum), the spe-
The Use of Immersive Technology in the Study of Mathematical Logics in Secondary School
335
cial version for teaching Minecraft: Education Edi-
tion, and an online resource Tinkercad a web tool
that allows you to simulate objects, which in the fu-
ture can be built on a 3D printer.
During the practical part of the research it was
found that most of the students are familiar with the
concept of “gamification” and are ready to learn and
use this methodology in their educational activities.
At the same time, studying the topic “Logic Opera-
tors” in the Minecraft EDU environment and creat-
ing a teaching project in the Tinkercad environment
showed a growing interest in mathematical logics and
the quality of work results among the students as well
as among the students.
So, we can conclude that such a relatively new
form for Ukraine as gamefication of the educational
process and educational processes in general is a
promising tool to improve the quality of education for
children, adolescents and adults, deepening the level
of acquired knowledge, more effective use of skills
and abilities, given the creation of a clear procedure
for its implementation in the education system and
following the key stages of the creation of a game
mechanism. The review of methods of using digital
game content, the creation of a library of digital elec-
tronic educational resources, methods of teaching the
use of gamefication for further use are the new topics
for further scientific research and development.
REFERENCES
Addis, M. (2005). New technologies and cultural consump-
tion edutainment is born! European Journal of
Marketing, 39(7/8):729–736. https://doi.org/10.1108/
03090560510601734.
All, A., Castellar, E. P. N., and Looy, J. V. (2016). Assess-
ing the effectiveness of digital game-based learning:
Best practices. Computers & Education, 92–93:90–
103. https://doi.org/10.1016/j.compedu.2015.10.007.
Arbogast, M. A. (2019). Immersive Technologies in Pre-
service Teacher Education: The Impact of Augmented
Reality in Project-Based Teaching and Learning Ex-
periences. PhD thesis, University of Toledo, Toledo,
Ohio, United States. http://rave.ohiolink.edu/etdc/
view?acc num=toledo1553266590134835.
Babkin, V. V., Sharavara, V. V., Sharavara, V. V., Bilous,
V. V., Voznyak, A. V., and Kharchenko, S. Y. (2021).
Using augmented reality in university education for
future IT specialists: educational process and student
research work. In Lytvynova, S. H. and Semerikov,
S. O., editors, Proceedings of the 4th International
Workshop on Augmented Reality in Education (AREdu
2021), Kryvyi Rih, Ukraine, May 11, 2021, volume
2898 of CEUR Workshop Proceedings, pages 255–
268. CEUR-WS.org. https://ceur-ws.org/Vol-2898/
paper14.pdf.
Buckingham, D. (2013). Media Education: Literacy,
Learning and Contemporary Culture. Wiley.
Burov, O. and Pinchuk, O. (2021). Extended reality in dig-
ital learning: influence, opportunities and risks’ mit-
igation. Educational Dimension, 5:144–160. https:
//doi.org/10.31812/educdim.4723.
Byun, J. H. and Joung, E. (2018). Digital game-based learn-
ing for K-12 mathematics education: A meta-analysis.
School Science and Mathematics, 188(3-4):113–126.
https://doi.org/10.1111/ssm.12271.
Cayatte, R. (2014). Where Game, Play and Art Collide. In
Garrelts, N., editor, Understanding Minecraft: Essays
on Play, Community, and Possibilities, pages 203–
214. Mc-Farland & Company, Inc., Jefferson, NC.
Chen, C.-H., Shih, C.-C., and Law, V. (2020). The effects of
competition in digital game-based learning (DGBL): a
meta-analysis. Educational Technology Research and
Development, 68:1855–1873. https://doi.org/10.1007/
s11423-020-09794-1.
Chiang, H. (2020). Minecraft: Connect-
ing More Players Than Ever Before.
https://news.xbox.com/en-us/2020/05/18/
minecraft-connecting-more-players-than-ever-before/.
Clark, D. B., Tanner-Smith, E. E., and Killingsworth, S. S.
(2016). Digital Games, Design, and Learning: A Sys-
tematic Review and Meta-Analysis. Review of Edu-
cational Research, 86(1):79–122. https://doi.org/10.
3102/0034654315582065.
DeVary, S. (2008). Educational Gaming: Interactive Edu-
tainment. Distance Learning, 5(3):35–44.
Fedorenko, E. G., Kaidan, N. V., Velychko, V. Y., and
Soloviev, V. N. (2021). Gamification when study-
ing logical operators on the Minecraft EDU plat-
form. In Lytvynova, S. H. and Semerikov, S. O.,
editors, Proceedings of the 4th International Work-
shop on Augmented Reality in Education (AREdu
2021), Kryvyi Rih, Ukraine, May 11, 2021, volume
2898 of CEUR Workshop Proceedings, pages 107–
118. CEUR-WS.org. https://ceur-ws.org/Vol-2898/
paper05.pdf.
Gallagher, C., editor (2014). Minecraft in the Classroom:
Ideas, inspiration, and student projects for teachers.
Peachpit Press.
Gunter, G. A., Kenny, R. F., and Vick, E. H. (2008). Tak-
ing educational games seriously: using the RETAIN
model to design endogenous fantasy into standalone
educational games. Educational Technology Research
and Development, 56:511–537. https://doi.org/10.
1007/s11423-007-9073-2.
Harteveld, C. (2011). Triadic Game Design: Balancing Re-
ality, Meaning and PlayTriadic Game Design: Bal-
ancing Reality, Meaning and Play. Springer.
Kazanci, Z. and Okan, Z. (2009). Evaluating English Lan-
guage Teaching Software for Kids: Education or En-
tertainment or Both? Turkish Online Journal of Ed-
ucational Technology - TOJET, 8(3):30–38. https:
//eric.ed.gov/?id=EJ859490.
Klochko, O. V. and Fedorets, V. M. (2022). Using immer-
sive reality technologies to increase a physical educa-
tion teacher’s health-preserving competency. Educa-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
336
tional Technology Quarterly, 2022(4):276–306. https:
//doi.org/10.55056/etq.431.
Kovalchuk, O. I., Bondarenko, M. P., Okhrey, A. G., Pry-
bytko, I. Y., and Reshetnyk, E. M. (2020). Fea-
tures of using immersive technologies (virtual and
augmented reality) in medical education and prac-
tice. Morphologia, 14(3):158–164. https://doi.org/10.
26641/1997-9665.2020.3.158-164.
McGonigal, J. (2010). Gaming can make a better
world. https://www.ted.com/talks/jane mcgonigal
gaming can make a better world.
Mintii, I. S. and Soloviev, V. N. (2018). Augmented re-
ality: Ukrainian present business and future educa-
tion. In Kiv, A. E. and Soloviev, V. N., editors, Pro-
ceedings of the 1st International Workshop on Aug-
mented Reality in Education, Kryvyi Rih, Ukraine,
October 2, 2018, volume 2257 of CEUR Workshop
Proceedings, pages 227–231. CEUR-WS.org. https:
//ceur-ws.org/Vol-2257/paper22.pdf.
Mintii, M. M. (2023). Selection of pedagogical conditions
for training STEM teachers to use augmented reality
technologies in their work. Educational Dimension.
https://doi.org/10.31812/educdim.4951.
Morze, N., Gladun, M., Vember, V., Buinytska, O.,
and Vasylenko, S. (2018). 3D mapping of
Ukrainian Education System. Modernization of Ped-
agogical Higher Education by Innovative Teaching
Instruments (MoPED) 586098-EPP-1-2017-1-UA-
EPPKA2-CBHE-JP. https://drive.google.com/file/d/
1FXwfrUrTcPI0J3FI9-UGS94osH yp14P/view.
Salen, K. and Zimmerman, E. (2004). Rules of Play: Game
design fundamentals. The MIT Press, Cambridge,
Massachusetts & London, England.
Semerikov, S. O., Vakaliuk, T. A., Mintii, I. S., Hama-
niuk, V. A., Soloviev, V. N., Bondarenko, O. V.,
Nechypurenko, P. P., Shokaliuk, S. V., Moiseienko,
N. V., and Shepiliev, D. S. (2022). Design method-
ology for immersive educational resources. Edu-
cational Dimension, 6:176–199. https://doi.org/10.
31812/educdim.4716.
Sergeev, S. F. (2013). Education in global information-
communication and anthropogenic environment: new
opportunities and limits. Open Education, (1(96)):32–
39. https://doi.org/10.21686/1818-4243-2013-1(96)
-32-39.
Shepiliev, D. S., Semerikov, S. O., Yechkalo, Y. V.,
Tkachuk, V. V., Markova, O. M., Modlo, Y. O., Mintii,
I. S., Mintii, M. M., Selivanova, T. V., Maksyshko,
N. K., Vakaliuk, T. A., Osadchyi, V. V., Tarasenko,
R. O., Amelina, S. M., and Kiv, A. E. (2021). Devel-
opment of career guidance quests using WebAR. Jour-
nal of Physics: Conference Series, 1840(1):012028.
https://doi.org/10.1088/1742-6596/1840/1/012028.
Sokolyuk, O. M. (2021). Immersion in modern educa-
tional environments. In Bykov, V. Y. and Vakaliuk,
T. A., editors, “Immersive technologies in educa-
tion”: the collection of materials of the I Scientific
and Practical Conference with International Partic-
ipation, pages 143–148, Kyiv. Institute of Informa-
tion Technologies and Learning Tools of NAES of
Ukraine. https://lib.iitta.gov.ua/727353/.
Tokac, U., Novak, E., and Thompson, C. G. (2019). Ef-
fects of game-based learning on students’ mathemat-
ics achievement: A meta-analysis. Journal of Com-
puter Assisted Learning, 35(3):407–420. https://doi.
org/10.1111/jcal.12347.
Tokarieva, A. V., Volkova, N. P., Harkusha, I. V.,
and Soloviev, V. N. (2019). Educational digital
games: models and implementation. Educational Di-
mension, 1:5–26. https://doi.org/10.31812/educdim.
v53i1.3872.
Varina, H. B., Osadchyi, V. V., Goncharova, O. A., and
Sankov, S. M. (2022). Features of gamification com-
ponent introduction during the development of con-
structive strategies for overcoming youth life crises.
Educational Dimension, 6:84–107. https://doi.org/10.
31812/educdim.4454.
Werbach, K. and Hunter, D. (2020). For the Win: The Power
of Gamification and Game Thinking in Business, Ed-
ucation, Government, and Social Impact. Wharton
School Press, second edition.
Wouters, P., van Nimwegen, C., van Oostendorp, H., and
van der Spek, E. D. (2013). A meta-analysis of the
cognitive and motivational effects ofserious games.
Journal of Educational Psychology, 105(2):249–265.
https://doi.org/10.1037/a0031311.
The Use of Immersive Technology in the Study of Mathematical Logics in Secondary School
337