Monash University Malaysia
2026 Innovative Education Showcase · School of Business

Immersive virtual reality
for vector geometry

Four quantitative units · Two arms · TAM and NASA-TLX

Leveraging virtual reality to enhance undergraduate learning in vector geometry and data analytics: a multi-disciplinary exploration.

Nazirul Hazim A Khalim · Matt Cabanag · Shalini Nagaratnam · Lee How Chinh · Ewilly Liew · Liang Shiuan-Ni · Nader Kamrani · Lily Wong · Song Cher Pin · Yaser Mohammed Rageh Gamil

The problem

Two dimensions cannot hold a projection

Traditional 2D pedagogies fail to address students' difficulty visualising complex algebra and vector geometry, especially vector projections and multidimensional spatial transformations. We fill this gap by leveraging VR to provide an interactive, spatial learning environment, offering multidisciplinary empirical insights into its cognitive and pedagogical impacts, and establishing a scalable framework for higher education.

The module targets ETW2510 Introduction to Econometrics, ETW3483 Applied Analytics, ETW1001 Introduction to Statistical Analysis, ETW3510 Applied Econometrics, ENG1090 Foundation Mathematics and ENG2005 Advanced Engineering Mathematics.

  1. How does virtual reality improve students' understanding of vector algebra and geometry, including the equations of lines and planes?
  2. What are students' perceptions of using VR as a tool for learning vector algebra and geometry?
  3. Does VR reduce the difficulty students face when learning abstract concepts in vector algebra and geometry?
  4. How does the use of VR influence students' willingness to adopt immersive technologies for future learning?
The artefact

From headset to browser

The module piloted here has since been rebuilt as Vector Studio, a browser application needing no headset, no installation and no sign-in. The VR and AR builds remain available.

The acceptance region of the F test drawn as a cone

The test as an angleThe acceptance region of the F test, drawn to scale about the normal to the column space.

The OLS Geometry workspace

Projection and residualMeeting at a right angle, the whole of least squares in one picture.

The Frisch–Waugh–Lovell partial

Frisch–Waugh–LovellThe partial, drawn rather than derived.

The Vector Sandbox workspace

The SandboxWhere the construction is built from nothing.

The module. Students handle three-dimensional representations of vectors, projections and residuals in regression models. It draws on constructivist and embodied learning theories and complements the lecture rather than replacing it.

The geometry it draws. The column space of X is what the predictors span — a line for one predictor, a plane for two, a hyperplane beyond. OLS projects y onto that space and chooses the plane that minimises the squared length of the residual, which leaves the space at a right angle.

Three builds of one construction. The pilot ran in a headset. The same construction now runs in a browser as Vector Studio, on any machine a student already has, and the VR and AR builds remain available alongside it.

Pilot results

Rated useful, rated harder to use

Perceived usefulness

Average ratings between 3.4 and 3.9 on a five-point scale for “VR improves my understanding of vector algebra” and “VR is useful for learning abstract concepts.”

Perceived ease of use

Rated positively but lower, at a mean near 3.0. Learning the controls is the cost the module still carries.

Cognitive load

Mental and physical demand remained moderate on NASA-TLX, suggesting a task that was challenging but manageable.

Qualitative

Increased engagement, deeper conceptual clarity, and enthusiasm for broader application of VR in analytics education.

The sample. Students drawn from four quantitative units in econometrics and analytics. Both instruments are self-report and the findings are preliminary, so they record how the module was received rather than what it taught.

What the figures cover. Perceived usefulness and perceived ease of use, two of the three constructs the Technology Acceptance Model carries. Behavioural intention to use is on the instrument and is not among the figures reported here.

Where the two ratings part. Usefulness runs between 3.4 and 3.9 while ease of use sits near 3.0, four to nine tenths of a point below it. The browser rebuild removes the headset and the installation, which is the part of the module that gap is attached to.

Instruments

What was measured

Technology Acceptance Model. Perceived usefulness, perceived ease of use and behavioural intention to use — eleven items measuring whether students find the technology useful, find it easy, and intend to keep using it.

NASA Task Load Index. Six subscales of cognitive load: mental demand, physical demand, temporal demand, performance, effort and frustration.

Selected references

Prior work

Cabanag, M. (2023). MathVR: Teaching vector arithmetic using virtual reality. SIGGRAPH Asia 2023 Educator's Forum, 1–3.
Acevedo, P., Magana, A. J., Benes, B., & Mousas, C. (2024). A systematic review of immersive virtual reality in STEM education. IEEE Access, 12, 189359–189386.
Stracke, C. M., et al. (2025). Immersive virtual reality in higher education: A systematic review. Virtual Reality, 29(2), 64.
Scan

Links

QR code to the MathVR demonstration
MathVR
demonstration
QR code to the Geometry of OLS explanation
Geometry of OLS
explained
Dr Nazirul Hazim A. Khalim
Department of Econometrics and Business Statistics · School of Business · Monash University Malaysia
Adjunct Research Fellow · Monash University European Research Foundation (MUERF), Prato, Italy
Corresponding authors · nazirul.hazim@monash.edu · shalini.nagaratnam@monash.edu
Funded by the School of Business Learning Innovation Fund (LIF) 2024 and the Education and Training Academy Learning & Teaching Grant Scheme 2025 · Immersive Data (MathVR) by Matt Cabanag and Daniel Mansfield, Media and Immersive Technologies Team, UNSW Sydney