Mobile Virtual Reality in Mathematics Education: Enhancing Self-Efficacy and Creative Thinking
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Abstract
Mobile Virtual Reality (VR) is increasingly recognized for its potential to make abstract and complex concepts accessible through immersive, portable experiences. In Jordan, students often struggle with mathematics, particularly in topics requiring spatial visualization and the understanding of dynamic processes. This study investigates the role of mobile VR in fostering creative thinking and self-efficacy in mathematics education. A quasi-experimental design was employed with forty-four first year Applied Mathematics students in Amman during the 2024/2025 academic year. Participants were randomly assigned to a control group (n = 21) taught via traditional slide presentations and an experimental group (n = 23) using a mobile VR-based learning module. Statistical analyses, including independent samples t-tests and Mann-Whitney U tests, showed statistically significant differences between the groups (p < 0.05). The results show that mobile VR instruction significantly enhances creative thinking compared to slide presentations. Additionally, learners in the VR condition showed higher mathematical self-efficacy. Effect sizes for creative thinking and self-efficacy were 1.55 and 1.02, respectively, showing a large to very large effect. Thus, mobile VR-based learning is a powerful tool for improving creative thinking and self-efficacy among mathematics students.
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References
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