Design, development, and evaluation of a virtual reality game-based application to support computational thinking

Author:

Agbo Friday JosephORCID,Oyelere Solomon SundayORCID,Suhonen JarkkoORCID,Tukiainen MarkkuORCID

Abstract

AbstractComputational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students’ understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and implementing a virtual reality (VR) game-based application (iThinkSmart) to support CT knowledge. The study followed the design science research methodology to design, implement, and evaluate the first prototype of the VR application. An initial evaluation of the prototype was conducted with 47 computer science students from a Nigerian university who voluntarily participated in an experimental process. To determine what works and what needs to be improved in the iThinkSmart VR game-based application, two groups were randomly formed, consisting of the experimental (n = 21) and the control (n = 26) groups respectively. Our findings suggest that VR increases motivation and therefore increase students’ CT skills, which contribute to knowledge regarding the affordances of VR in education and particularly provide evidence on the use of visualization of CT concepts to facilitate programming education. Furthermore, the study revealed that immersion, interaction, and engagement in a VR educational application can promote students’ CT competency in higher education institutions (HEI). In addition, it was shown that students who played the iThinkSmart VR game-based application gained higher cognitive benefits, increased interest and attitude to learning CT concepts. Although further investigation is required in order to gain more insights into students learning process, this study made significant contributions in positioning CT in the HEI context and provides empirical evidence regarding the use of educational VR mini games to support students learning achievements.

Funder

University of Eastern Finland (UEF) including Kuopio University Hospital

Publisher

Springer Science and Business Media LLC

Subject

Education

Reference103 articles.

1. Agbo, F. J. (2022). Co-designing a Smart Learning Environment to Facilitate Computational Thinking Education in the Nigerian Context. Ph.D. thesis. Kuopio: University of Eastern Finland

2. Agbo, F. J., Oyelere, S. S., & Bouali, N. (2020). A UML approach for designing a VR-based smart learning environment for programming education. In 2020 IEEE Frontiers in Education Conference (FIE) (pp. 1–5). IEEE

3. Agbo, F. J., Oyelere, S. S., Suhonen, J., & Adewumi, S. (2019a). A systematic review of computational thinking approach for programming education in higher education institutions. In Proceedings of the 19th Koli Calling International Conference on Computing Education Research (pp. 1–10). ACM

4. Agbo, F. J., Oyelere, S. S., Suhonen, J., & Laine, T. H. (2021a). Co-design of mini games for learning computational thinking in an online environment. Education and Information Technologies, 26(5), 5815–5849

5. Agbo, F. J., Oyelere, S. S., Suhonen, J., & Tukiainen, M. (2019b). Smart learning environment for computing education: readiness for implementation in Nigeria. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 1364–1373). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/210149/

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3