Upgrading MatematiX: A Modern Approach to Learning Geometry for
Middle School Students
Daniela Popit
,
a
a
and Adriana Mihaela Coroiu
b
Department of Computer Science, Babes
,
-Bolyai University, Cluj-Napoca, Romania
Keywords:
Geometry Software App, middle-school Students, Gamification, Serious Games.
Abstract:
The paper presents an upgrade version of our previous application MatematiX. The software has been upgraded
with additional features designed for middle school students (grades 5–7), emphasizing the development of
geometric reasoning skills necessary to address mathematical problems related to geometric figures. The
upgrades contain an instructional module on angles and their characteristics, presenting a visual explanation
of angle definitions, sequential guidance for angle measurement, and an interactive game that involves students
in angle measurement using a virtual protractor. The application was validated by a group of 70 middle school
students. Their feedback was overall positive, mentioning that the app helped them understand angles and
their measurement, even before formal classroom instruction, underlining its efficacy as a resource for early
geometry teaching.
1 INTRODUCTION
In a continuously digitalized environment, the educa-
tional process must adapt to fulfill the requirements
and anticipations of today’s learners. In this sense,
technology can significantly enhance learning, espe-
cially in areas that are frequently seen as difficult,
such as geometry (Cahya and Indriana, 2023). Mid-
dle school students in Romania in their fifth, sixth
and seventh years sometimes have difficulties com-
prehending geometric concepts, potentially resulting
in diminished interest and performance in the subject
(Moral-S
´
anchez et al., 2022).
Geometry, an essential discipline of mathematics,
cultivates logical reasoning, problem solving abilities,
and spatial cognition. Traditional pedagogical ap-
proaches, predominantly dependent on textbooks and
lectures, often lack the engagement and interactivity
necessary to captivate the attention of current digitally
native middle school students. Consequently, interac-
tive educational applications that facilitate geometry
learning through visual, tactile, and stimulating ap-
proaches have to be incorporated (Abdan Syakuran
et al., 2022).
The material, which is intended for fifth, sixth, and
seventh grade middle school students, can effectively
a
https://orcid.org/0009-0005-6518-1505
b
https://orcid.org/0000-0001-5275-3432
reinforce knowledge and promote a natural compre-
hension of geometric ideas. It can enable the tran-
sition from repetition to active learning, providing a
tailored experience that enhances middle school stu-
dents’ curiosity and inventiveness. In this context,
the development and implementation of novel digital
solutions is important in order to upgrade the educa-
tional process in Romania.
The incorporation of gamification and narrative
techniques in the development of a geometry appli-
cation for Romanian middle schools is relevant, as it
fulfills essential educational requirements by improv-
ing engagement, motivation, and conceptual com-
prehension. Gamification components, like prizes
and interactive challenges, enhance student engage-
ment and ongoing participation, whilst storytelling
offers context and relatability, aiding students in
comprehending intricate geometric concepts through
narrative-based learning experiences. Collectively,
these methods foster a dynamic, learner-centered en-
vironment that corresponds to contemporary instruc-
tional approaches and enhances the cultivation of crit-
ical thinking and creativity (Butean et al., 2015).
The paper presents an improved iteration of
MatematiX (Popita and Coroiu, 2024) incorporating
interactive angle measurement tools and instructional
modules, which have been validated by middle school
students for efficacy in early geometry education.
800
Popita, D. and Coroiu, A. M.
Upgrading MatematiX: A Modern Approach to Learning Geometry for Middle School Students.
DOI: 10.5220/0013357000003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 800-807
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
2 STATE OF THE ART
Current advancements in educational apps for geome-
try exhibit considerable promise for changing conven-
tional teaching methodologies. By incorporating ad-
vanced features such as interaction, personalization,
and gamification, these solutions respond to the var-
ied learning requirements of students (Pambudi et al.,
2022).
Educational technology has produced multiple
projects aimed at enhancing geometry education.
Globally, platforms like GeoGebra, Khan Academy,
and Brilliant have been recognized for their impact
on mathematics education.
GeoGebra 1 is an open-source software exten-
sively utilized for the exploration of mathematical
ideas via dynamic visuals. It enables students to han-
dle geometric forms, execute transformations, and re-
solve issues interactively, so rendering abstract top-
ics more comprehensible (Hohenwarter and Hohen-
warter, 2002).
Figure 1: Geogebra APP.
Khan Academy 2 provides a systematic program
in mathematics, featuring interactive lectures, videos,
and practice tasks designed for different grade levels.
It underscores sequential elucidations to facilitate un-
derstanding (Prensky, 2011).
Figure 2: Khan Academy APP.
Brilliant 3 emphasizes problem solving and con-
ceptual comprehension by offering challenges and
circumstances that demand critical thinking and the
use of geometric principles (Liljedahl et al., 2016).
Figure 3: Brilliant App.
These platforms exemplify the efficacy of inte-
grating visual learning, interactive activities, and per-
sonalized feedback that enhance mathematical think-
ing. Nonetheless, their content and structure are fre-
quently generalized and may not correspond to partic-
ular country curricula, such as Romania’s educational
framework for middle school geometry.
The present state of research offers substantial ev-
idence for the importance of software applications in
enhancing geometry education. These tools augment
learning via interactivity, motivation, and personaliza-
tion, while assisting educators in providing successful
instruction. For these applications to realize their full
potential, they must conform to the curriculum, tackle
accessibility concerns, and offer extensive assistance
for educators (Yan, 2023).
The paper (Moral-S
´
anchez et al., 2022) presents
Recent societal transformations necessitate that edu-
cation adapts to the digital natives of the 21st cen-
tury. These modifications demand a shift in the ex-
isting educational paradigm, wherein active method-
ologies and ICT serve as instruments for attaining
this objective by formulating comprehensive teach-
ing sequences that incorporate STEM techniques to
facilitate student learning. This article presents a
didactic idea in geometry centered on STEM fields
through a gamified approach. This idea integrates
resources such as AR, VR, tactile materials, and so-
cial networks with methodologies such as m-learning,
cooperative learning, and flipped learning, facilitat-
ing methodological transformation. The study was
conducted over two academic years within an ac-
tion research framework. It diverged from a conven-
tional approach, and through two cycles, the tech-
nique was enhanced by the advantages that gamifica-
tion offers to STEM initiatives in Secondary Educa-
tion. Data collected throughout the experiment were
analyzed using a mixed-method approach. The out-
comes of learning, implemented techniques, achieve-
ments, and mistakes, along with the findings of a
Upgrading MatematiX: A Modern Approach to Learning Geometry for Middle School Students
801
questionnaire, are delineated. Evidence indicates a
transition from a 50% failure rate to a 100% pass
rate in academic performance. The majority of stu-
dents exhibited increased motivation, with full group
engagement. Over 80% demonstrated pleasant emo-
tions, and cooperative learning enhanced group cohe-
sion (Moral-S
´
anchez et al., 2022).
Research by Jones (Jones, 2013) demonstrates
that interactive geometry software enhances spatial
reasoning and conceptual understanding. By visualiz-
ing and manipulating geometric shapes, students de-
velop a deeper comprehension of abstract concepts.
The dynamic nature of such tools fosters engage-
ment, particularly in middle school learners who ben-
efit from visual and experiential learning.
Research conducted by Hamari and Koivisto
(Koivisto and Hamari, 2019) demonstrates that gam-
ification components, including points and prizes,
markedly enhance student motivation and engage-
ment in educational activities. This method is es-
pecially efficacious for geometry, where interest fre-
quently diminishes due to the subject’s apparent com-
plexity.
According to Kovanovi
´
c (Brooks et al., 2023),
adaptive learning systems enhance learning results by
customizing content to align with students’ capabil-
ities. Geometry programs that monitor progress and
modify difficulty levels offer tailored feedback, allow-
ing students to learn at their own speed and pinpoint
specific areas for enhancement.
Singh and Misra (Mishra and Singh, 2021) as-
sert that educational software incorporating teacher
resources, such as automated grading and lesson plan-
ning, improves instructional efficiency. Educators can
utilize these traits to discern student challenges and
formulate targeted solutions, thereby enhancing the
efficacy of geometry instruction.
Guti
´
errez et al. (Guti
´
errez and Penuel, 2014) em-
phasize the necessity of connecting educational soft-
ware with the school curriculum. Applications devel-
oped with national standards are more likely to be em-
braced by educators and effectively incorporated into
classroom instruction.
Valverde and Garrido’s (Valverde-Berrocoso
et al., 2020) study identifies challenges including
restricted access to technology, inadequate digital
literacy among educators and learners, and opposi-
tion to transformation within conventional teaching
settings. Confronting these obstacles is essential for
the effective deployment of geometry software.
Serious games are games designed for more than
just pure entertainment. Used in all kind of fields
nowadays, serious games are created for mastering
certain skills. while playing a serious game, the user
can develop or reinforce knowledge while having an
entertaining and interactive experience. These kinds
of games have proven their efficiency for preschool
and primary education, not only in learning Mathe-
matics, but other subjects too. For example reading,
writing, strategic abilities, problem solving, creativ-
ity, science, geography and so on as described in the
paper (Papanastasiou et al., 2017).
Playing games is seen as a recreational activity
by most students who struggle to learn the traditional
way and consider it a burden. That means that serious
games could spark their interest in learning by creat-
ing fun games that help them assimilate and exercise
the learned notions through play. This aspect is cru-
cial, as the more students engage in a learning activity,
the better their academic achievements may be. That
is the main reason why even if developing games for
all the academic curricula might seem as an unneces-
sary long struggle, it is a worthwhile endeavor.
A game in itself, increases the level of involve-
ment of the user, allowing them to be spontaneous,
test different outcomes without a physical punish-
like consequence. They have the possibility to play
a game multiple times, which increases their knowl-
edge in the subject that the serious game is trying to
teach. This way the calm and mental cognition with
which a real life situation will be faced is developed;
the user is conscientious that a real life situation can
have multiple outcomes and that they have to discover
the best solution to solve the problem faced.
A study conducted in Greece, Portugal and Italy
(Barbieri et al., 2021) discovered that serious games
can increase students motivation, and deepen their un-
derstanding of math concepts. The researchers de-
veloped a serious game, CLASH OF WIZARDRY,
which was tested in all three countries, with around
400 students. The process showed that a carefully
developed serious games, properly aligned with the
curricula, would be valuable tools for supporting the
educational process. The study did not only influence
the STUDENTS, but also the teachers, some of them
retaught their way of teaching mathematical subject
after taking part in the experiment.
The experiment also proved that this kind of appli-
cation would need efforts from the teachers, it would
be necessary for them to find a way of integrating
these types of materials in the teaching process.
3 TECHNICAL
IMPLEMENTATION
The application architecture has not changed since the
first implementation of the app. The application fol-
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802
lows the classic Server-side web application architec-
ture using c# for the API with Microsoft SQL Server
and Html, JavaScript and CSS for the interface.
We mention here one of the main HTML5
elements used by our application, the
<canvas> ... </canvas> tag. This element
represents the base for drawing all the elements for
the games and explanations using JavaScript code.
Elements are being redrawn on the canvas, at a
certain speed or are scheduled to be drawn at a certain
time during the animation in order to create a smooth
look for the animation using different functions spe-
cific for the canvas element.
We have redesigned the colors in the application
interface to ensure that the resources can be used
by people with various visual impairments. For this
we used the feature Accessibility tools provided by
Adobe Color website.
4 THE NEW SET OF FEATURES
INTRODUCED IN THE
APPLICATION: MatematiX
We decided to add some new features to our Matem-
atix application for the older pupils, mostly for middle
school students (5th, 6th, 7th grade). We approached
the subject of geometry, given the fact that for learn-
ing geometry, children have to develop a geometric
way of thinking in order to be able to solve mathe-
matic exercises with geometric figures.
We created a new set of features for the educa-
tional unit that defines angles and their properties: a
visual explanation of the definition of an angle, offer-
ing instructions for how to correctly measure an angle
and a game that tests the process of measuring angles
using a protractor.
4.1 First Feature: The Angle. Definition
and Properties
This webpage consists of a visual explanation of an
angle following the definition: An angle is formed
from two half-lines that extend from the same point
of origin.
When users first arrive on the webpage, an anima-
tion is triggered that shows two lines moving to the
center of the canvas. After the lines have both reached
the center, their commune origin, the point O, appears
on the screen, and the now half-lines grow for a brief
moment in the opposite directions of O in order to
demonstrate that because they are half-lines, they can
each grow infinitely from the fixed point.
Figure 4: Explanation - first part.
At the end of his grow animation, point A appears
on the first half-line and point B appears on the second
half-line. Following the end of the animation, a text
is written on the canvas that presents possible names
and notations for the drawn angle, and a button with
the text ”Measure the angle” appears under the written
text.
If the user clicks on the mentioned button, the
previously written text is erased and another text ap-
pears above the drawn angle that instructs the user
how to correctly measure the angle. The angle that
was present in the previous animation remains on the
screen, and the mouse is transformed into a protractor
(see Figure 5) that can be used to measure angles with
values from 0 to 360 degrees. The user can now use
the protractor to measure the angle.
Figure 5: Explanation - measure shown.
There are two other buttons present on the screen;
one with the text ”See the angle’s measure” and an-
other one with the text ”Measure another angle”. If
the user clicks on the first button, the measure of the
drawn angle is shown on the screen. If the user clicks
on the second button, a new angle is drawn having
Upgrading MatematiX: A Modern Approach to Learning Geometry for Middle School Students
803
another measure, and the user can use any of the two
buttons (see Figure 5).
4.2 Second Feature: ”Find the
Enemies”
On this webpage, the users have access to a game
called ”Find the enemies”. The purpose of this game
is to test the user’s knowledge on how to correctly find
and read the measure of an angle using a protractor.
To start the game, the user needs to click on the
”Start” button (see Figure 6). The interface of the
game looks like a radar, the screen is darken, and the
user can move an aim, like a ray of light, using the
mouse. The aim moves in a circular manner. There
are a number of monsters that move to the center of
the screen ( the number of monsters and their speed
varies depending on the level). To win the level, the
player has to hit all the monsters before they reach a
certain distance from the center of the circle.
Figure 6: Game’s first screen.
There is also a protractor drawn as shown (see Fig-
ure 7) that can help the user measure the angles cor-
rectly. The player can see the number of targets that
are left, the level, and the score in the top left cor-
ner. There are two types of level for this game that
alternate while the user has not lost the game. One
level gives for each monster angle measurements in
degrees (see Figure 7). The user has to correctly posi-
Figure 7: Given angle measure.
tion the center of the aim at that angle in order to see
the monster. If the aim is centered correctly, the user
can press the spacebar and the monster disappears.
For the other kind of level, the player must find the
monster using the aim, read the angle from which the
monster is coming from, write the measure in the sig-
naled input box and press Enter (see Figure 8). If the
provided measure is correct, the monster disappears.
The game goes on with these two kinds of levels until
Figure 8: Angle measure has to be written.
one of the monsters is at a certain signaled distance
from the center of the circle and the game is lost.
As for the previously designed games, there is a
score table where the players can see the top 5 scores
obtained in the game with the username of those who
got them. The children are motivated to play the game
to get higher on the leader board.
5 VALIDATION OF THE NEW
FEATURES
5.1 Describing the Process
To validate the application, we tested it with 70 chil-
dren from the school Ion Ag
ˆ
arbiceanu from Alba Iu-
lia. We had two fifth-grade classes, two sixth-grade
classes, and one seventh-grade class. In total, we had
70 children test the application.
We used the Smart board to project the applica-
tion in order for the whole class to see it. We chose a
volunteer from each class to come and play with the
explanation (measure angles with the protractor, look
at other types of angles, check if they have measured
it correctly etc.) while the other children watched and
answered questions about the presented geometry no-
tions.
Then the children came one at a time to the laptop
in front of the class and played the game. Some of the
children came in pairs, one of them would look for
the right angle measure on the Smart board while the
CSEDU 2025 - 17th International Conference on Computer Supported Education
804
other one would write the correct angle in the input
box.
After using the application, each child had to an-
swer the following questions:
How would you rate the application from 1 to 5?
How would you rate the navigation process on the
application from 1 to 5?
Did the application help you understand an an-
gle’s properties and measure angles using a pro-
tractor?
What would you change/add to the application?
What other mathematical subjects would you like
us to approach in the future?
5.2 Results
An Excel document with the children’s answers was
generated at the end of the testing process.
For the first question, ”How would you rate the
application from 1 to 5?” (see Figure 9) 90% of the
children rated it 5 out of 5, 9% 4 out of 5 and 1% 3
out of 5. Most of the children considered the appli-
cation very exciting and enjoyed interacting with it.
The answers to the second question ”How would you
Figure 9: Application rating.
rate the navigation process on the application from 1
to 5 ?”(see Figure 10) were similar to those of the first
question, 89% of the children said that it was easy to
navigate the app.
All children said that the game and explanation
helped them understand what an angle is and how to
correctly measure it. This result is especially impor-
tant because the angle is a mathematical unit that is
learned only at the end of the fifth grade and the fifth
graders said that they now know how to measure an
angle, even if they have not learned that before inter-
acting with our application.
When asked ”What would you change to the ap-
plication?” 60% of the children said that they like
the application as it is. The remaining percentage
Figure 10: Navigating the app.
wanted different enemies for the game, or wished for
the game to be harder, or for the game to include more
geometrical subjects.
Figure 11: Suggestion’s chart.
6 SWOT ANALYSIS: THE
SIGNIFICANCE OF A
GEOMETRY INSTRUCTION
APPLICATION IN ROMANIA
For the question ”What other mathematical subjects
would you like us to approach in the future?”, we rep-
resented the answers in a chart (see Figure 11). The
answers were: The Gauss Summation, Fractions, Di-
visibility, Calculations with Ratios, Computation with
Parenthesis, Pythagoras’s Theorem, the Circle, par-
allel lines, Quadrilaterals, Calculations with Degrees
etc. The children noted that they would see the use
of this kind of software in helping them learn those
notions.
The children managed to play the game very well,
after a few tries they even reached higher levels. The
teachers also considered the game and the explanation
interesting.
The use of a geometry teaching application for
Romanian middle school students presents several ad-
Upgrading MatematiX: A Modern Approach to Learning Geometry for Middle School Students
805
vantages that could substantially improve the educa-
tional experience. A key advantage is the interactive
nature of these applications (Zaharin et al., 2021), en-
abling dynamic visuals and real-time exercises that
enhance comprehension of geometric ideas. The in-
corporation of gamification aspects within the appli-
cation may enhance student engagement and motiva-
tion. Moreover, the software’s personalization and
flexibility features provide the adjustment of infor-
mation to individual learning levels while monitor-
ing progress, enabling teachers to efficiently identify
and solve students’ weaknesses. Such tools provide
significant assistance to educators by supplying pre-
constructed resources and automated assessment ca-
pabilities, thereby conserving time and improving in-
structional efficacy. Furthermore, the program guar-
antees access to current, curriculum-compliant in-
formation, incorporating contemporary pedagogical
methods that promote innovation in educational set-
tings. A notable asset is its capacity to enhance
students’ digital competencies, preparing them for a
technology-oriented future.
Considering these positives, specific drawbacks
must be recognized. Economic and infrastructural
obstacles provide considerable difficulties, as not all
educational institutions or households have access to
the necessary technology or dependable internet con-
nectivity. Moreover, numerous schools in Romania
have deficiencies in the technological infrastructure
required for the effective integration of such technolo-
gies (Durach et al., 2021). Digital literacy consti-
tutes a constraint, as certain educators and learners
may encounter difficulties in utilizing the program,
necessitating investments in training and adaptation.
Excessive reliance on technology may lead students
to depend excessively on the application, thus limit-
ing their capacity to solve impediments manually or
comprehend concepts profoundly. Moreover, if the
application’s content does not entirely conform to the
national curriculum, it may be considered irrelevant
or inadequately utilized by instructors.
The external environment offers numerous op-
tions for the effective execution of a geometry teach-
ing application. The growing utilization of digital
tools in education in Romania creates a conducive en-
vironment for the integration of such software. This
transformation is helped by governmental and Eu-
ropean Union programs designed to enhance digi-
tal infrastructure in educational institutions, including
funding prospects for execution. The increasing sig-
nificance of STEM education underscores the neces-
sity of a geometry-centric tool, as geometry cultivates
essential abilities like spatial reasoning and problem-
solving (Moral-S
´
anchez et al., 2022). Parental sup-
port for interactive and contemporary teaching tools
is growing, highlighting the potential acceptability
of such an application. Partnerships with local edu-
cational authorities, non-governmental organizations,
and educational technology firms offer additional av-
enues for promoting extensive adoption and integra-
tion.
Nevertheless, specific outside threats can affect
the execution and efficacy of any project. Economic
discrepancies among various locations may intensify
the digital divide, marginalizing some student de-
mographics and fostering inequity in educational ac-
cess. Resistance to change from educators and par-
ents favoring conventional education techniques con-
stitutes a notable impediment. Moreover, programs
that gather and analyze student data may encounter
examination under GDPR and other privacy stan-
dards, requiring stringent compliance requirements.
Technological complications, such application fail-
ures or device incompatibility, may lead to customer
displeasure. Ultimately, the existence of other educa-
tional applications, including established foreign al-
ternatives, may restrict the market adoption of a newly
launched application.
7 CONCLUSIONS
After improving and testing our application, we con-
cluded that a geometry teaching application for mid-
dle school students in Romania has significant poten-
tial to update and enhance the educational process.
The children and teachers who participated in the test-
ing exercise found the application useful and engag-
ing, which is an encouraging result.
However, the success of this type of software
hinges on overcoming both internal and external con-
straints. A concentrated strategy will be necessary to
address infrastructure and training obstacles, synchro-
nize content with curriculum, and ensure compliance
with data protection requirements.
Additionally, the teacher’s involvement and will-
ingness to try this kind of software are essential for
its successful implementation and integration in the
educational system.
Furthermore, capitalizing on opportunities such
as digital education trends and collaborative partner-
ships can promote the extensive adoption and effi-
cient use of the program, ultimately revolutionizing
the teaching and learning of geometry in Romania.
CSEDU 2025 - 17th International Conference on Computer Supported Education
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8 FUTURE WORK
Following the results of this experiment, we found
how we can better our application. First, because we
saw an interest for this kind of software from older
children (5th, 6th, 7th grade) we wish to create more
resources for them, centered on the needs that they
brought up while testing the application (see Figure
11).
Secondly, we would like to make the application
adaptive to any kind of screen so the children are be
able to use it on their phones too.
We also wish to further research how we can best
integrate artificial intelligence into our application
and what other features we would be able to introduce
with the help of AI.
Moreover, we want to improve our current re-
sources based on the feedback received so far. One
of the improvements would be to add sounds in the
games and more visual animations.
Last but not least, we want to test both existing
features and future developments in various educa-
tional contexts that involve more Romanian schools.
A solution for this would be to deploy the application
and link it with a complex feedback form that teachers
and students would fill out after using the application.
Enough support from different schools and teachers
would be much needed.
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