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Impact of 2D and 3D Digital Storytelling within Interactive Simulation Environments on Mathematics Achievement and Geometry Skills of Students with Learning Difficulties

This quasi-experimental study involving 40 fifth-grade female students with learning difficulties in Oman demonstrates that while both 2D and 3D digital storytelling within interactive simulations improve mathematics achievement and geometry skills, the 3D approach yields significantly higher academic achievement with a large effect size.

Original authors: Zeyana Al-Hinai, Sami Al-Mazroui

Published 2026-09-03
📖 4 min read☕ Coffee break read

Original authors: Zeyana Al-Hinai, Sami Al-Mazroui

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

For many students, mathematics is not a series of abstract symbols but a landscape of shapes and spaces that feels impossible to navigate. This is especially true for those with learning difficulties, who often struggle to visualize the properties of objects, such as the number of sides on a shape or the symmetry of a pattern. In recent years, educators have turned to digital tools to bridge this gap, hoping that interactive stories could make these abstract concepts tangible. Two main approaches have emerged in this digital realm: flat, two-dimensional stories that play out on a screen like a traditional cartoon, and three-dimensional stories that allow learners to move around inside a virtual world. While both methods aim to engage the mind through narrative and interaction, it has remained unclear whether the added depth of a three-dimensional environment offers a genuine advantage over the simpler, flatter version for students who find geometry particularly challenging.

A team of researchers at the Arab Open University in Oman set out to answer this question by observing a group of fifth-grade girls who had been identified with learning difficulties in mathematics. The researchers created a specialized learning environment where these students could explore geometry through interactive simulations. In this setup, the students were not merely watching a video; they were active participants who could make decisions and see the results of their actions within a digital story. The study divided the forty participants into two equal groups. One group experienced the geometry lessons through three-dimensional digital stories, where they could interact with virtual objects in a space that mimicked real-world depth. The other group learned the exact same material through two-dimensional digital stories, which presented the same narrative and concepts but on a flat screen without the immersive spatial elements.

The results of the experiment were clear and encouraging for both groups. When the students were tested before and after the lessons, both groups showed statistically significant improvements in their understanding of the geometry unit. The students who used the three-dimensional stories saw their scores rise from an average of 8.90 to 14.00, while those in the two-dimensional group improved from an average of 8.60 to 11.95. This confirmed that both methods were effective tools for helping these students grasp difficult mathematical concepts. However, when the researchers compared the two groups directly, a distinct difference emerged. The students who learned through the three-dimensional stories achieved higher scores than their peers in the flat-screen group, suggesting that the ability to interact with the material in a more realistic, spatial environment provided a stronger boost to their academic achievement.

The study also looked at how well the students could actually perform the skills they had learned, rather than just answering test questions. Researchers observed the students as they worked through geometry tasks, checking their ability to identify shapes and understand their properties. Both groups showed remarkable growth in these practical skills, with their performance levels rising significantly from the start of the study to the end. Interestingly, when the researchers compared the final skill levels of the two groups, they found no statistical difference between them. This means that while the three-dimensional approach helped students score higher on tests, both the flat and the immersive stories were equally successful in helping the students master the actual hands-on skills of geometry.

These findings suggest that integrating digital storytelling into interactive simulations is a powerful strategy for supporting students with learning difficulties. The three-dimensional approach appears to offer a specific advantage in helping students achieve higher test scores, likely because the immersive environment helps them build clearer mental pictures of complex shapes. Yet, the fact that the two-dimensional method was just as effective at teaching practical skills indicates that even simpler digital tools can make a profound difference. For educators, this means that while adding depth and realism to digital lessons can be highly beneficial, the core element of an engaging, interactive story is what truly drives learning, regardless of whether the world it creates is flat or deep.

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