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  • OA-2021-05-ILRN-Logibot

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Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality. / Sims, Rob; Rutherford, Nathan; Sukumaran, Prashanthy et al.
2021 7th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 2021. (2021 7th International Conference of the Immersive Learning Research Network (iLRN) ).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Sims, R, Rutherford, N, Sukumaran, P, Yotov, N, Karnik, A & Smith, T 2021, Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality. in 2021 7th International Conference of the Immersive Learning Research Network (iLRN). 2021 7th International Conference of the Immersive Learning Research Network (iLRN) , IEEE. https://doi.org/10.23919/iLRN52045.2021.9459352

APA

Sims, R., Rutherford, N., Sukumaran, P., Yotov, N., Karnik, A., & Smith, T. (2021). Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality. In 2021 7th International Conference of the Immersive Learning Research Network (iLRN) (2021 7th International Conference of the Immersive Learning Research Network (iLRN) ). IEEE. https://doi.org/10.23919/iLRN52045.2021.9459352

Vancouver

Sims R, Rutherford N, Sukumaran P, Yotov N, Karnik A, Smith T. Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality. In 2021 7th International Conference of the Immersive Learning Research Network (iLRN). IEEE. 2021. (2021 7th International Conference of the Immersive Learning Research Network (iLRN) ). Epub 2021 May 17. doi: 10.23919/iLRN52045.2021.9459352

Author

Sims, Rob ; Rutherford, Nathan ; Sukumaran, Prashanthy et al. / Logibot : Investigating Engagement and Development of Computational Thinking Through Virtual Reality. 2021 7th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 2021. (2021 7th International Conference of the Immersive Learning Research Network (iLRN) ).

Bibtex

@inproceedings{abc3ef53004f4872a08030647b526a0b,
title = "Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality",
abstract = "In this study we assess the effects of teaching fundamental programming concepts through a virtual reality (VR) block-based programming application and its impact on engagement. As a comparison study, participants played an existing desktop-based game (LightBot) and the developed VR game (LogiBot) covering similar gameplay mechanics and blockbased programming. Initial results indicate that traditional desktop applications are currently more engaging than VR for teaching programming. We thus identify the need for careful design of interaction methods to support ease of use and reward factors to promote engagement in VR-based learning applications beyond the initial wow-factor.",
keywords = "Virtual Reality, Engagement, Education, Visual Programming",
author = "Rob Sims and Nathan Rutherford and Prashanthy Sukumaran and Nikola Yotov and Abe Karnik and Thomas Smith",
note = "{\textcopyright}2021 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE. ",
year = "2021",
month = jun,
day = "28",
doi = "10.23919/iLRN52045.2021.9459352",
language = "English",
series = "2021 7th International Conference of the Immersive Learning Research Network (iLRN) ",
publisher = "IEEE",
booktitle = "2021 7th International Conference of the Immersive Learning Research Network (iLRN)",

}

RIS

TY - GEN

T1 - Logibot

T2 - Investigating Engagement and Development of Computational Thinking Through Virtual Reality

AU - Sims, Rob

AU - Rutherford, Nathan

AU - Sukumaran, Prashanthy

AU - Yotov, Nikola

AU - Karnik, Abe

AU - Smith, Thomas

N1 - ©2021 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

PY - 2021/6/28

Y1 - 2021/6/28

N2 - In this study we assess the effects of teaching fundamental programming concepts through a virtual reality (VR) block-based programming application and its impact on engagement. As a comparison study, participants played an existing desktop-based game (LightBot) and the developed VR game (LogiBot) covering similar gameplay mechanics and blockbased programming. Initial results indicate that traditional desktop applications are currently more engaging than VR for teaching programming. We thus identify the need for careful design of interaction methods to support ease of use and reward factors to promote engagement in VR-based learning applications beyond the initial wow-factor.

AB - In this study we assess the effects of teaching fundamental programming concepts through a virtual reality (VR) block-based programming application and its impact on engagement. As a comparison study, participants played an existing desktop-based game (LightBot) and the developed VR game (LogiBot) covering similar gameplay mechanics and blockbased programming. Initial results indicate that traditional desktop applications are currently more engaging than VR for teaching programming. We thus identify the need for careful design of interaction methods to support ease of use and reward factors to promote engagement in VR-based learning applications beyond the initial wow-factor.

KW - Virtual Reality

KW - Engagement

KW - Education

KW - Visual Programming

U2 - 10.23919/iLRN52045.2021.9459352

DO - 10.23919/iLRN52045.2021.9459352

M3 - Conference contribution/Paper

T3 - 2021 7th International Conference of the Immersive Learning Research Network (iLRN)

BT - 2021 7th International Conference of the Immersive Learning Research Network (iLRN)

PB - IEEE

ER -