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Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
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 -