Transformations Throw Down: Extending Mathematics Knowledge with Assemblr

The purpose of these 8th grade math lessons was to extend students’ knowledge of sequences of mathematical transformations by providing students with a digital experience of transformations in a three- dimensional environment. Assemblr, an augmented reality app was used to create these experiences for students after they learned these concepts in 2D. Past studies noted that augmented reality activities and gamification promote active learning and increase academic performance (Lampropoulus, et al., 2022; Sukriadi et al,. 2023; Kurniawan, et al., 2024). Students used Assemblr to extend their knowledge in a 3D environment. Their learning was expressed in a game where correct answers to Assemblr challenge questions related to transformations initiated a turn for a team to connect dots and create a square.

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Publication Details

Journal
Journal of Technology-Integrated Lessons and Teaching
Published
2025-06-13
DOI
https://doi.org/10.13001/jtilt.v4i1.9113
Primary Topic
Mathematics Education and Teaching Techniques
Type
article
Field-Weighted Citation Impact
0.00
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article

Transformations Throw Down: Extending Mathematics Knowledge with Assemblr

Rebecca Bramwell, Karina Paterson, Brian Johnson, Kyle Jones et al.
Journal of Technology-Integrated Lessons and Teaching
Mathematics Education and Teaching Techniques
article

Transformations Throw Down: Extending Mathematics Knowledge with Assemblr

Rebecca Bramwell, Karina Paterson, Brian Johnson, Kyle Jones, Josef Stamps
article en

Abstract

The purpose of these 8th grade math lessons was to extend students’ knowledge of sequences of mathematical transformations by providing students with a digital experience of transformations in a three- dimensional environment. Assemblr, an augmented reality app was used to create these experiences for students after they learned these concepts in 2D. Past studies noted that augmented reality activities and gamification promote active learning and increase academic performance (Lampropoulus, et al., 2022; Sukriadi et al,. 2023; Kurniawan, et al., 2024). Students used Assemblr to extend their knowledge in a 3D environment. Their learning was expressed in a game where correct answers to Assemblr challenge questions related to transformations initiated a turn for a team to connect dots and create a square.

Journal of Technology-Integrated Lessons and TeachingVol. 4(1)
Springdale Public Library (US)
Openalex Percentile: Top 86%
Mathematics Education and Teaching Techniques
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