Teaching and Learning 3D Transformations in Introductory Computer
Graphics: A User Study
Thomas Suselo, Burkhard C. W
¨
unsche and Andrew Luxton-Reilly
School of Computer Science, University of Auckland, Auckland, New Zealand
Keywords:
Computing Education, 3D Transformations, Computer Graphics, Spatial Skills.
Abstract:
Three-dimensional (3D) transformations are fundamental in computer graphics and hence an important com-
ponent of introductory courses in this field. So far there has been no research investigating the learning
challenges and whether they are predominantly related to the underlying mathematics, problem solving skills,
programming issues, or a lack of visuospatial abilities. In this paper we present a user study investigating
which 3D transformation concepts students struggle with and why. Our results suggest that most students
understand primitive transformations, but often make errors with sequences of transformations, e.g., due to
not understanding how transformations affect each other or what the correct order of operations is in English
language, OpenGL code, or as a matrix product. Other frequent errors are misunderstanding the rotation direc-
tion (i.e., clockwise vs. anti-clockwise) and misinterpreting scaling factors. In addition, many students seem
to lack spatial reasoning skills to interpret images of 3D transformations and to make mental models of their
effect. Our results illustrate common misconceptions and problems, and we discuss strategies for educators to
improve the teaching of 3D transformations in computer graphics.
1 INTRODUCTION
Three-dimensional (3D) transformations are an es-
sential component of many introductory computer
graphics courses (Balreira et al., 2018), and are used
for modelling, view transformations, texturing, and
rendering. Evidence from the field of mathemat-
ics (Kakoma, 2015; Ada and Kurtulus, 2010; Mbusi,
2016), previous research (Oberd
¨
orfer et al., 2019;
Suselo et al., 2022), and our own experience, suggest
that many students find this topic difficult. A possi-
ble reason might be that computer graphics in general
requires a diverse range of skills, such as mathemat-
ics, programming, problem-solving and visuospatial
skills (Naiman, 1996; Schweitzer et al., 2010; Suselo
et al., 2017).
While the topic of 3D transformations in computer
graphics has not been thoroughly investigated, several
authors investigated teaching and learning of geome-
try. It has been suggested that spatial skills, including
mental rotation skills (Anderson et al., 2008; Kalo-
girou and Gagatsis, 2011), are an essential compo-
nent of geometry education (Jones and Tzekaki, 2016;
Leikin and Lev, 2007; Kinach, 2012; Lohman, 1996;
Sutton and Williams, 2012).
Teaching 3D transformations in the context of
computer graphics is more complex, since there is
a plain-language description, a mathematical repre-
sentation, and also a representation in program code,
which in itself can be based on different representa-
tions such as scene graphs or matrix stacks.
Many tools have been proposed to support teach-
ing of computer graphics concepts such as 3D trans-
formations (Suselo et al., 2019; W
¨
unsche et al.,
2021). However, we could find only one study in-
vestigating 3D transformations in the context of com-
puter graphics. Suselo et al. analysed data from
eleven years of exam results and propose that the dif-
ficulty of a question is predominantly determined by
the way students need to apply concepts to find a so-
lution, rather than the concepts tested (Suselo et al.,
2021). The authors suggest that lack of spatial rea-
soning skills impedes learning but they do not inves-
tigate at what steps of the solutions process students
struggle most.
In this research we aim to identify which aspects
of the transformation topic pose particular challenges
for students by evaluating how students approach 3D
transformation questions, and at what point misunder-
standings occur.
Our research informs educators of common prob-
126
Suselo, T., Wünsche, B. and Luxton-Reilly, A.
Teaching and Learning 3D Transformations in Introductory Computer Graphics: A User Study.
DOI: 10.5220/0011003100003124
In Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2022) - Volume 1: GRAPP, pages
126-135
ISBN: 978-989-758-555-5; ISSN: 2184-4321
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
lems in teaching and learning 3D transformations, and
discusses how these could be overcome.
2 RESEARCH QUESTION
In this research we aim to answer the following re-
search questions:
RQ 1: What concepts related to 3D transforma-
tions do students struggle with most and why?
RQ 2: When solving 3D transformation ques-
tions, at what point during the solution process do
students have difficulties?
3 RELATED WORK
Researchers have developed and experimented with
a variety of tools to support teaching of computer
graphics ranging from using graphics APIs (Cun-
ningham, 2000; Cunningham and Shiflet, 2003;
Angel et al., 2006), to modelling and animation
tools (Elyan, 2012; Kadam et al., 2013), game en-
gines (Dickson, 2015; Smith and Sung, 2019), visu-
alisation tools (Dias et al., 2006), and custom made
tools (Suselo et al., 2019; Reina et al., 2014). More
recent frameworks also integrate automatic assess-
ment capabilities (Andujar et al., 2018; W
¨
unsche
et al., 2018; W
¨
unsche et al., 2019; W
¨
unsche et al.,
2021).
While most tools support teaching of 3D transfor-
mations, they typically have limited functionality that
only allows students to perform such transformations
and receive visual feedback. Tools using a construc-
tivist approach have the advantage that students can
obtain an intuitive understanding of transformations,
without having to know and understand the underly-
ing mathematical representations.
Several researchers have proposed specialised
tools for teaching transformations in order to empha-
sise the relationship between mathematical represen-
tations, programming constructs implementing them,
and the visual effect (Felkel et al., 2018). A recently
explored medium is AR/VR since the presentation of
spatial knowledge in an immersive way might im-
prove understanding (Suselo et al., 2018; Suselo et al.,
2021; Oberd
¨
orfer et al., 2019).
We were unable to find research about student
problems with 3D transformations in computer graph-
ics apart from our analysis of exam results mentioned
above (Suselo et al., 2022). However, several au-
thors investigated misconceptions in geometry within
a mathematics curriculum.
¨
Ozerem conducted a study with 28 high school
pupils and found that common errors were using
wrong formulas, lack of recognition and perception
of properties, errors in calculations, and omitting de-
tails (
¨
Ozerem, 2012). Kakoma analysed 1000 scripts
from final year high school students and found that
the majority of students did not understand basic con-
cepts in Euclidean transformations (rotation, trans-
lation, scaling) and that most errors where concep-
tual (Kakoma, 2015) . Ada and Kurtulus investigated
geometric misconceptions of 126 university students
in their third year of study of mathematics educa-
tion. The authors report that the most common mis-
take was that students seemed to understand the al-
gebraic meaning of translation and rotation, but not
their geometric meaning (Ada and Kurtulus, 2010).
Mbusi found that students lacked both procedural and
conceptual knowledge about transformations, and of-
ten struggled to visualise their effect (Mbusi, 2016).
Turgut et al. report that prospective elementary math-
ematics teachers could rotate figures in 2D if a ro-
tation axis was provided, but generally failed to find
the centre of rotation of rotated figures (Turgut et al.,
2014).
4 METHODOLOGY
4.1 Context of Study
We performed a study investigating students’ prob-
lems with 3D transformation at the University of
Auckland, a leading research-focused urban univer-
sity in New Zealand.
Participants of the user study were third and fourth
year students, who were majoring in Computer Sci-
ence ( 90%) or Software Engineering ( 10%)
and had completed a 3rd year introductory computer
graphics module.
The module was delivered over 6 weeks and con-
sisted of the following components:
Week 1: OpenGL introduction and geometric
primitives
Week 2: Illumination, shading and shadows
Week 3: 3D transformations and modelling
Week 4: Texture mapping
Week 5: Ray tracing
Week 6: Parametric curves and surfaces
The topics are consistent with those identified in a sur-
vey of introductory computer graphics courses (Bal-
reira et al., 2018), except that we do not teach anima-
tions due to lack of time. The OpenGL component is
Teaching and Learning 3D Transformations in Introductory Computer Graphics: A User Study
127
taught using a bottom-up methodology, first teaching
students the fundamentals and then more advanced
graphics concepts. This teaching methodology has
been reported to be the most common approach for
introductory computer graphics (Suselo et al., 2017).
The module uses C/C++ for programming tasks,
but most students only have a minimal exposure to
this language (about 2 weeks in a year 2 “computer
systems” paper) and will have predominantly used
Python and Java before entering the course. Students
are given web links for self-learning the basics of
C/C++.
4.2 Demographics
Our user study had 20 participants (14 male, 6 female)
all of whom were current students and had completed
the introductory computer graphics module described
above. Fifteen of the students had completed the mod-
ule three months before the study, and five students
more than one year before the study. Eighteen stu-
dents were between 20 and 30 years old and two stu-
dents were older than 30 years.
During the user study participants were individu-
ally interviewed and asked to solve 2D and 3D trans-
formation problems (explained below) and verbalise
their thoughts during the solution process. The inter-
viewer made notes of these thoughts and observed all
steps of the solution process. The total time for this
study was 30 minutes.
Participants received a $30 supermarket voucher
as a token of our appreciation.
4.3 User Study Activities
We selected three problems about 3D transforma-
tions, and one about a 2D transformation. In order
to gain more insight into the solution process, the
problems were divided into multiple tasks covering
conceptual understanding, ability to write OpenGL
code, and ability to write mathematical representa-
tions (transformation matrices). This resulted in 12
questions:
Problem #1: Rotate the 2D shape in figure 1 by
90
around the x-axis.
Q1: How do you determine the rotation direc-
tion?
Q2: How do you determine the position of the
shape after rotation?
Q3: Please draw the rotated shape.
Problem #2: Transform the 2D shape in figure 2
(a) into the shape in figure 2 (b) by using a se-
quence of primitive 3D transformations.
Q4: Please describe the required transforma-
tions in plain English.
Q5: Please write down a sequence of OpenGL
commands performing the required transforma-
tion.
Q6: Please write down a sequence of homo-
geneous 3D matrices performing the required
transformation.
Problem #3: Transform the 2D shape in figure 3
(a) into the shape in figure 3 (b) by using a se-
quence of primitive 2D transformations.
Q7: Please describe the required transforma-
tions in plain English.
Q8: Please write down a sequence of OpenGL
commands performing the required transforma-
tion.
Q9: Please write down a sequence of homo-
geneous 2D matrices performing the required
transformation.
Problem #4: Transform the 3D shape in figure 4
(a) into the shape in figure 4 (b) by using a 3D
transformation.
Q10: Please describe the required transforma-
tion in plain English.
Q11: Please write down the OpenGL command
for performing the required transformation.
Q12: Please write down a homogeneous 3D
matrix performing the required transformation.
Figure 1: User study problem #1: Rotating a 2D shape
around the x-axis.
Figure 2: User study problem #2: Transform a given 2D
shape (a) into another shape (b) using a sequence of primi-
tive 3D transformations.
GRAPP 2022 - 17th International Conference on Computer Graphics Theory and Applications
128
5 RESULTS
5.1 Conceptual Understanding
The first problem, and the first task of the remaining
three problems, tested conceptual understanding by
asking students to describe the solution in plain En-
glish and/or by drawing it.
For question Q1 eight participants mentioned the
right-hand rule and described it correctly. Two
students described it incorrectly: one used the in-
dex finger to point along the axis, and another
one used the thumb to point along the rotation
axis, but then thought the fingers would specify
the clockwise-direction. Seven participants used a
“clock” metaphor, e.g., facing the x-axis and imagin-
ing there is a clock, using a pen aligned with the x-axis
and imagining it was a clock, or looking at their mo-
bile phone (which had an analogue-clock representa-
tion). Three participants said “I visualise it”, but were
unable to be more specific.
Figure 3: User study problem #3: Transform a given 2D
shape (a) into another shape (b) using a sequence of primi-
tive 2D transformations.
Figure 4: User study problem #4: Transform a given 3D
shape (a) into another shape (b) using a 3D transformation.
For question Q2 eight students indicated on paper
how the object would move, two students described
how specific points would move, and ten students ex-
plained what they assumed would be the final position
of the house shape.
For question Q3 fifteen students drew the rotated
shape correctly and five incorrectly. From the incor-
rect solutions two students used the wrong right-hand
rule (see above) and three students described the rota-
tion correctly, but were apparently unable to mentally
perform the rotation and hence drew it incorrectly.
For question Q4 (problem #2) we asked partici-
pants to explain in plain English how the object in
figure 2 is transformed. Only eight students gave a
completely correct explanation. For the incorrect an-
swers the following errors were observed (multiple er-
rors were possible):
Six participants made errors in the order. In all
cases students said they would first translate by 2
in the x-direction, and then scale by 2 in both the
x- and y-directions. While this order is possible, it
is only correct when translating by one, since the
scaling will double the distance to the origin.
Seven participants described a wrong rotation (six
rotated 90
clockwise and one by 180
).
Two participants described an incorrect scaling,
i.e., only scaled in the x-direction or did not spec-
ify the coordinate directions.
For question Q7 (problem #3) we asked partici-
pants to explain in plain English how the object in
figure 3 is transformed. Only four students gave a
completely correct explanation. Three of them first
scaled in the x-direction, then translated by y=-1 and
x=3, and then rotated by 30
anti-clockwise. One stu-
dent came up with a different solution, i.e., translating
by 1.5 in y-direction, scaling by 2 in the y-direction,
and then rotating by 60
clockwise. For the incorrect
answers the following errors were observed (multiple
errors were possible):
Nine participants made errors in the order. In most
cases students translated by 3 in the x-direction
after rotating 30
anti-clockwise. A few students
did the scaling after the rotation and/or transla-
tion.
Two students specified an incorrect translation
amount, i.e., rotated first and then tried to com-
pute the translation amount using the Pythagorean
theorem, but computed it incorrectly.
Two students rotated clockwise rather than anti-
clockwise.
Two students had a correct solutions except that
they forgot to translate by -1 in the y-direction be-
fore the rotation.
Two solutions were completely incorrect and it
was unclear what the students tried to do and
hence we were unable to classify the errors.
For question Q10 (problem #4) we asked partici-
pants to explain in plain English how the object in fig-
ure 4 is transformed. Fourteen students answered cor-
rectly that the object needs to be translated by 2 units
in the y-direction. Five students answered -2 units in
Teaching and Learning 3D Transformations in Introductory Computer Graphics: A User Study
129
the y-direction. We are unsure whether they misinter-
preted the question (i.e., transformed the object from
part (b) of the figure into that in part (a)), or whether
students believed that it must be a negative translation
because the object is on the negative y-axis. One stu-
dent said that a rotation around the x-axis is necessary
to get the image in (b).
5.2 OpenGL Code
As mentioned previously only 8 out of 20 partici-
pants managed to describe the solution for question
Q4 correctly in plain English. From those eight par-
ticipants only three managed to write completely cor-
rect OpenGL code for question Q5. For the remaining
17 students the following errors were observed (mul-
tiple errors are possible):
Six participants wrote the OpenGL commands in
the same order as in English language, whereas it
should have been the opposite order.
Seven participants reversed the order from their
English language description correctly, but ended
up with incorrect results since that description was
wrong.
One participant used neither the same nor the re-
verse order as in English language.
Three participants used a scale factor of zero pro-
ducing an incorrect result (five more students used
a scale factor of zero for a coordinate which didn’t
effect the result).
Three participants scaled or translated in an incor-
rect coordinate direction.
One participant didn’t answer that question.
As mentioned previously only 4 out of 20 partic-
ipants managed to describe the solution for question
Q7 correctly in plain English. None of the 20 partic-
ipants managed to write completely correct OpenGL
code for the solution. From the four participants who
described the solution correctly in English, two wrote
the solution using the same order as in English lan-
guage, and two performed a rotation by 30
even
though they specified for Q6 correctly that the rota-
tion needs to be anti-clockwise. For the remaining 16
participants the following errors were observed (mul-
tiple errors are possible):
Three participants wrote the OpenGL commands
in the same order as in English language, whereas
it should have been the opposite order.
Nine participants generated an incorrect English
language description, but correctly translated it
into OpenGL code by reversing the order of com-
mands.
Two participant used neither the same nor the re-
verse order as in English language.
Six participants used a scale factor of zero produc-
ing an incorrect result (two more students used a
scale factor of zero where it didn’t effect the re-
sult).
Two participants scaled or translated in an incor-
rect coordinate direction.
One participant didn’t answer the question.
For question Q11 twelve students provided the
correct answer (all of them had answered question
Q10 correctly). Two of the students who answered
question 10 correctly used in the OpenGL code the
3D translation vector (1,2,1) instead of (0,2,0).
5.3 Mathematical Description
For question Q6 only one participant gave the correct
answer. For the remaining 19 participants the follow-
ing errors were observed:
Ten participants did not provide an answer.
Four participants wrote down at least one matrix
for the scaling, translation and rotation compo-
nent, but none of these components was correct.
Two participants got one matrix correct (transla-
tion or scaling).
Three participants provided the correct translation
and scaling matrix, but made errors in the rotation
matrix.
For question Q9 no participant gave the correct an-
swer and the following errors were observed:
Twelve participants did not provide an answer.
Six participants wrote down at least one matrix for
the scaling, translation and rotation component,
but none of these components was correct.
Two participants provided the correct translation
and scaling matrix, but made errors in the rotation
matrix.
For question Q12 only two participants gave the
correct answer, both of them also answered questions
Q10 and Q11 correctly. For the remaining 18 partici-
pants the following errors were observed:
Nine participants did not provide an answer.
Four participants made the same mistake as in the
English language description, i.e., translated by -2
in y-direction.
Six participants didn’t know the correct format of
a translation matrix, i.e., either had translation pa-
rameters in incorrect positions or wrote the trans-
lation matrix as a 3× 3 matrix without a homoge-
neous component.
GRAPP 2022 - 17th International Conference on Computer Graphics Theory and Applications
130
6 DISCUSSION
6.1 Common Problems
Our results from analysing conceptual understanding
(explaining a solution in plain English) suggests that
for a proportion of students (in our case at least 25%)
problems existed even for fundamental concepts such
as simple rotations or translations of 3D objects or
correct scale factors (using a scale factor of 0 instead
of 1 if the coordinate should stay unchanged). De-
spite being taught and emphasised in lectures, more
than half of the students couldn’t recall the right-hand
rule. However, about a third of students made their
own mental model of rotations and were able to use it
correctly.
Problems were particularly evident for sequences
of transformations. While all students seemed to have
a general idea of what to do (i.e., for problem #2 and
#3 to use a translation, scaling and rotation), more
than half of the students didn’t seem to have a mental
model of how a transformation would effect a subse-
quent transformation (e.g., scaling before or after a
translation, or how the position of an object effects
the result of a rotation).
One surprising result was that many students who
were able to describe the solution correctly in plain
English, made mistakes when writing the solution as
OpenGL code. The most common problems were us-
ing the wrong order of commands or selecting wrong
values for parameters not required in the conceptual
explanation (e.g. students translated “scale by 2 in
x-direction” into OpenGL code scaling by 2 in x-
direction and by 0 in the other dimensions, rather
than scaling by 1 in the dimensions where the object
should not change).
Students struggled with writing down correct
transformation matrices. For the simplest problem
only 2 out of 20 students were able produce a correct
matrix, and for the most complex problem nobody
gave the correct answer. We observed many basic
errors, e.g., incorrect parameters or incorrect format
(writing a translation as non-homogeneous matrix).
6.2 Causes of Problems
Student problems with remembering basic facts such
as scaling by one rather than zero, or clockwise vs.
anti-clockwise rotation direction could have two rea-
sons: (1) The user study participants completed the
computer graphics module at least 3 months (for five
of them even more than a year) before the study, and
they might have simply forgotten certain details. Note
that none of the participants was a current postgrad-
uate student in computer graphics. (2) We used a
web-based teaching and assessment tool (W
¨
unsche
et al., 2018; W
¨
unsche et al., 2019), which was used
for weekly programming labs. The tool might have
encouraged students to solve problems by trial-and-
error, rather than thinking deeply about the meaning
and effect of different commands and parameters.
Participants in our user study seemed to find ques-
tions using sequences of transformations and differ-
ent representations more difficult. This could be due
to these questions having a relatively high cognitive
load, since students have to create a mental model of
the problem, associating it with different representa-
tions (e.g., OpenGL code and visuals), and finding a
solution. This finding is in line with research that cog-
nitive systems can quickly be overburdened causing
errors in performing relatively complex tasks (Huang
et al., 2009). While some previous research has
shown that graphical representations can improve un-
derstanding (Ziemkiewicz and Kosara, 2008; Jones
and Tzekaki, 2016), research in cognitive science in-
dicates that the effectiveness of graphical represen-
tations depends on users’ working memory capac-
ity (Lohse, 1997) and memory updating ability (Xing
et al., 2019). Hence for many students with existing
deficits (mathematics, visuospatial skills), our teach-
ing tools and assessment tasks might have been too
complex. This observation correspond with the “vi-
sual chunking theory” that students with high spatial
abilities are able to solve problems with a lower cog-
nitive load by using “visual chunking” (Stieff et al.,
2020).
Related to this is that many of our questions used
visual representations and participants with low visu-
ospatial skills might have struggled to translate the vi-
sual representation into appropriate actions (Gilhooly
and Murphy, 2005). Furthermore, research in mathe-
matics education suggests that the benefits of imagery
depend on users’ abilities, i.e., high achievers pre-
fer and benefit from schematic imagery, whereas low
achievers prefer more simplistic pictorial images (van
Garderen, 2006).
We attribute participants’ problems with writing
down mathematical equations to a combination of is-
sues:
We observed that many students struggle with
mathematics and often don’t know simple con-
cepts such as vector arithmetic or matrix multi-
plications.
Because of students’ reducing mathematics abili-
ties our teaching has become progressively more
programming-based (emphasising conceptual un-
derstanding and giving students visual feedback).
Teaching and Learning 3D Transformations in Introductory Computer Graphics: A User Study
131
Hence it is possible to get good grades without
understanding the underlying mathematics, which
might have encouraged students to study mathe-
matical representations less.
As mentioned previously students completed the
computer graphics module at least three months
before the user study and hence might have for-
gotten many details.
6.3 Implications on Teaching
We consider mathematics to be very important and
provide students with self-learning material and
teach all material exceeding high-school mathematics
knowledge. However, we suggest that for an introduc-
tory course reliance on mathematics abilities should
be reduced where possible, in order to make it acces-
sible to students with a wider range of backgrounds
(e.g. creative industries).
We believe that students can learn and apply com-
puter graphics concepts such as 3D transformations
without memorising the exact mathematical details
(formulas). We removed a mathematics prerequisite
around 2013 and did not observe any change in per-
formance in subsequent years. A subsequent study (to
be published), showed that correlation between suc-
cess in computer graphics and mathematics abilities
was similar to correlation with general academic per-
formance.
Our research indicates that understanding of 3D
scenes and 3D transformations requires visuospatial
(spatial reasoning) skills. This corresponds to obser-
vations that spatial skills are correlated with success
in 3D geometric thinking (Pittalis and Christou, 2010;
Fujita et al., 2020), other mathematical fields (Cheng
and Mix, 2014; Lowrie and Logan, 2018; Lowrie
et al., 2018), and introductory programming (Cooper
et al., 2015; Parkinson and Cutts, 2018; Parkinson,
2020; Bockmon et al., 2020).
While spatial reasoning skills can be
trained (Lowrie et al., 2019; Sorby et al., 2013;
Uttal et al., 2012) this is rarely part of school and
university curricula and many researchers call for
a more spatially enriched education (Maranto and
Wai, 2020; Gold et al., 2018; Stieff and Uttal, 2015;
Uttal et al., 2012). We believe spatial skills should be
trained as part of a computer graphics and computing
curriculum in general.
We recommend instructors to take into account
that students with low socio-economic status have sta-
tistically lower spatial skills (M
¨
ohring et al., 2021).
Hence the way course content is presented and as-
sessed may disadvantage students from these groups.
We believe AR/VR tools might be particular suit-
able both for training spatial skills (Pathak et al.,
2020), as well as for improving teaching and learn-
ing of computer graphics. Reasons are their immer-
sive nature and the potential to reduce cognitve load in
users by providing a better understanding of 3D con-
cepts (Oberd
¨
orfer and Latoschik, 2018; Oberd
¨
orfer
et al., 2019; Suselo et al., 2018; Demitriadou et al.,
2019; Mart
´
ın-Guti
´
errez et al., 2015; Suselo et al.,
2021).
7 LIMITATIONS
Our user study had only 20 participants and it is un-
clear whether they provided an appropriate represen-
tation of the student cohort. We analysed grades from
participants and they varied from failed to A grades,
and had a similar distribution to the entire cohort, but
overall were slightly higher.
Participants from the user study completed the
computer graphics module between 3 months and
more than a year ago, and might have forgotten many
concepts by the time of the user study. This might
have contributed to the fact that many students didn’t
know details, such as the definition of anti-clockwise
or mathematical representations, but had a satisfac-
tory conceptual understanding of transformations.
8 CONCLUSION AND FUTURE
WORK
Our user study showed that most students conceptu-
ally understood primitive transformations, but often
missed important details, e.g., confusing clockwise
and anti-clockwise direction, and in particular found
it hard to apply these concepts to solve more complex
problems.
Many students did not understand how transfor-
mations affect each other, or misunderstood how the
order of the execution of transformations is related to
the order they are written in English language, the or-
der of function calls in OpenGL code, or as a ma-
trix product. We recommend that these differences
are emphasised in teaching and assessment.
Many difficulties seemed to be related to the rep-
resentation of transformations and users’ inability to
construct a solution mentally. We suggest that this
might be caused by differences in visuospatial skills
and we believe such skills should be trained, and
AR/VR tools should be used to improve students’ spa-
tial understanding
GRAPP 2022 - 17th International Conference on Computer Graphics Theory and Applications
132
In future work we would like to investigate the ef-
fect of visuospatial skills in more detail, i.e., test stu-
dents’ spatial reasoning skills and correlate them with
performance for different assessment types in order
to investigate which spatial skills are most important,
i.e. spatial perception, spatial visualisation, mental
rotation or visuospatial memory. We would like to
provide a more spatially enriched curriculum and test
whether it improves students’ performance.
Furthermore, we want to investigate ways to in-
tegrate formative feedback into our teaching tools to
make students more aware of misconceptions (Sanna
et al., 2012; Lamberti et al., 2014; Hodgkinson et al.,
2016). Ideally we would like to add concepts from
intelligent tutoring systems (ITS), such as automatic
difficulty adjustment and customised lesson content,
in order to ensure that students can built up knowl-
edge incrementally and repeat basic concepts where
required (Crow et al., 2018).
ACKNOWLEDGEMENTS
The authors of the paper would like to acknowledge
and thank our students and the user study participants
for their interest, effort and contribution. The user
study was approved by University of Auckland Hu-
man Participants Ethics Committee Reference num-
ber 019021.
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