Inspiration
Current math learning tools, like Brilliant.org, still focus on the traditional pedagogical approach, using flat 2D content, dull storytelling, and uninspired user experiences. They face barriers to providing an engaging learning experience.
Taking inspiration from XR applications like Cubism and Puzzle Places for spatial interaction and experience design, we set out to create a 3D, spatial, and gamified learning application, aiming to turn math into a fun adventure and make geometry simpler to grasp.
What it does
Traditional 2D learning methods often make it difficult for students to comprehend all the elements of vectors, such as direction and position. MAD MOLES focuses on vectors in a spatial game where the player chooses the correct vectors to deal with moles damaging a graveyard. This creates a fun, spatial experience that enables students to visualize vectors in 3D space, practice math knowledge by choosing the correct vectors, and experience increasing difficulty as the game levels up.
How we built it
- Brainstorm and discuss the math content and game mechanics.
- Set up the Meta Presence Platform SDK for passthrough and hand interaction.
- Prototype using simple models, focusing on the main interaction of poking a button to target the object.
- Improve game flow, refine specific UI and 3D assets, and assign tasks individually.
- Merge the environment art, UI, and 3D assets into the Unity files.
- Build for user testing and refinement.
Challenges we ran into
- Finding the most suitable math content that aligns well with the advantages of MR features was challenging.
- Implementing fun mechanics that would promote problem solving for Vectors.
Accomplishments that we're proud of
- We considered the increased complexity of understanding vectors from 2D to 3D and integrated this into our game mechanics from level 1 to level 2. After testing our idea, we found it to be feasible.
- 80% of respondents admitted to fantasizing about mole-cide. we implemented the narrative successfully into the MR experience, applied the math knowledge to real-life scenarios.
What we learned
When designing educational apps, it is vital to have a solid understanding of the subject matter in order to effectively gamify the learning.
What's next for IMMERTRIG
'MAD MOLES' serves as a vertical slice of the framework we're envisioning. We will work on the scalability and modularity of our concept, where alternative microgames can be explored to help students learn various math disciplines.

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