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Design, development, and evaluation of a virtual reality game-based application to support computational thinking.
Friday Joseph Agbo1,2, Solomon Sunday Oyelere3, Jarkko Suhonen1
1P.O. Box 111, N80101 Joensuu, Finland School of Computing, University of Eastern Finland.
Educational Technology Research and Development : ETR & D
|November 2, 2022
Summary
Virtual reality (VR) educational games significantly boost computational thinking (CT) skills in computer science students. This VR application enhances motivation, engagement, and cognitive benefits, improving programming education.
Area of Science:
- Computer Science Education
- Educational Technology
- Human-Computer Interaction
Background:
- Computational thinking (CT) is crucial for future job readiness and understanding programming.
- Novice computer science students often face challenges grasping programming concepts.
- Virtual Reality (VR) offers immersive and interactive learning experiences with potential educational benefits.
Purpose of the Study:
- To design and implement a VR game-based application (iThinkSmart) to support CT knowledge.
- To evaluate the effectiveness of the iThinkSmart VR application in enhancing CT skills among computer science students.
- To explore the affordances of VR in facilitating programming education and improving learning achievements.
Main Methods:
- Design Science Research methodology was employed for the VR application's development and evaluation.
- An experimental study was conducted with 47 computer science students, divided into experimental and control groups.
- The iThinkSmart VR application was used by the experimental group to assess its impact on CT skills.
Main Results:
- VR application use led to increased student motivation and CT skills.
- Immersion, interaction, and engagement in VR positively promoted CT competency in higher education.
- Students using the iThinkSmart VR game showed higher cognitive benefits and increased interest in CT concepts.
Conclusions:
- VR technology, particularly through game-based applications, can effectively enhance computational thinking skills.
- The iThinkSmart VR application provides empirical evidence for using VR to support programming education and learning achievements.
- Further research is needed to gain deeper insights into student learning processes within VR educational environments.
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