Design and implementation of Math City: An inquiry-based metaverse platform for mathematics education

Responding to the need for innovative educational environments in higher education, this study presents “Math City”, an immersive Metaverse platform designed to enhance inquiry-based mathematics learning and develop 21st-century skills. Traditional university-level mathematics courses often encounter difficulties in sustaining student engagement and fostering the application of abstract concepts, such as the properties of three-dimensional shapes. To address these challenges, Math City was designed using the Unity game engine, which incorporates the 5E instructional model (Engage, Explore, Explain, Elaborate, and Evaluate) alongside gamification elements such as quests, rewards, and badges to enhance motivation and support conceptual understanding. Within a virtual abandoned city setting, students work collaboratively to complete four interrelated quests, each aligned with specific phases of the 5E model, guiding them through meaningful investigations of 3D shape properties in an engaging and authentic context. The platform was evaluated by 179 participants, utilizing the System Usability Scale (SUS) for data collection. The results showed an overall SUS score of 74.54, corresponding to a “B” grade on the Sauro and Lewis usability scale, indicating an acceptable level of usability. Although participants provided positive feedback regarding the platform's efficiency, effectiveness, and user satisfaction, slight variations in SUS scores were observed across demographic groups, including gender, age, and educational background. The implications of this study were discussed. Future development of Math City will focus on expanding its assessment capabilities to evaluate not only knowledge acquisition but also higher-order competencies such as critical thinking, collaboration, and creativity. Additionally, the development of a VR-compatible version is planned to further enhance the immersive experience and provide deeper insights into student learning within Metaverse-based educational environments.

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Institutions

Publication Details

Journal
Computers and Education Artificial Intelligence
Published
2025-08-13
DOI
https://doi.org/10.1016/j.caeai.2025.100462
Citations
4
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
7.74
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article

Design and implementation of Math City: An inquiry-based metaverse platform for mathematics education

Manpreet Singh, Daner Sun, Yin Yang
4 citations
Computers and Education Artificial Intelligence
Virtual Reality Applications and Impacts
7.74
article

Design and implementation of Math City: An inquiry-based metaverse platform for mathematics education

Manpreet Singh, Daner Sun, Yin Yang
article en
4 citations

Abstract

Responding to the need for innovative educational environments in higher education, this study presents “Math City”, an immersive Metaverse platform designed to enhance inquiry-based mathematics learning and develop 21st-century skills. Traditional university-level mathematics courses often encounter difficulties in sustaining student engagement and fostering the application of abstract concepts, such as the properties of three-dimensional shapes. To address these challenges, Math City was designed using the Unity game engine, which incorporates the 5E instructional model (Engage, Explore, Explain, Elaborate, and Evaluate) alongside gamification elements such as quests, rewards, and badges to enhance motivation and support conceptual understanding. Within a virtual abandoned city setting, students work collaboratively to complete four interrelated quests, each aligned with specific phases of the 5E model, guiding them through meaningful investigations of 3D shape properties in an engaging and authentic context. The platform was evaluated by 179 participants, utilizing the System Usability Scale (SUS) for data collection. The results showed an overall SUS score of 74.54, corresponding to a “B” grade on the Sauro and Lewis usability scale, indicating an acceptable level of usability. Although participants provided positive feedback regarding the platform's efficiency, effectiveness, and user satisfaction, slight variations in SUS scores were observed across demographic groups, including gender, age, and educational background. The implications of this study were discussed. Future development of Math City will focus on expanding its assessment capabilities to evaluate not only knowledge acquisition but also higher-order competencies such as critical thinking, collaboration, and creativity. Additionally, the development of a VR-compatible version is planned to further enhance the immersive experience and provide deeper insights into student learning within Metaverse-based educational environments.

Computers and Education Artificial IntelligenceVol. 9
Education University of Hong Kong (HK)
Openalex Percentile: Top 3%
Virtual Reality Applications and Impacts
7.74
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