Cargando…

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

Computational 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 d...

Descripción completa

Detalles Bibliográficos
Autores principales: Agbo, Friday Joseph, Oyelere, Solomon Sunday, Suhonen, Jarkko, Tukiainen, Markku
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9607772/
https://www.ncbi.nlm.nih.gov/pubmed/36320828
http://dx.doi.org/10.1007/s11423-022-10161-5
_version_ 1784818627096084480
author Agbo, Friday Joseph
Oyelere, Solomon Sunday
Suhonen, Jarkko
Tukiainen, Markku
author_facet Agbo, Friday Joseph
Oyelere, Solomon Sunday
Suhonen, Jarkko
Tukiainen, Markku
author_sort Agbo, Friday Joseph
collection PubMed
description Computational 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.
format Online
Article
Text
id pubmed-9607772
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher Springer US
record_format MEDLINE/PubMed
spelling pubmed-96077722022-10-28 Design, development, and evaluation of a virtual reality game-based application to support computational thinking Agbo, Friday Joseph Oyelere, Solomon Sunday Suhonen, Jarkko Tukiainen, Markku Educ Technol Res Dev Development Article Computational 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. Springer US 2022-10-26 2023 /pmc/articles/PMC9607772/ /pubmed/36320828 http://dx.doi.org/10.1007/s11423-022-10161-5 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Development Article
Agbo, Friday Joseph
Oyelere, Solomon Sunday
Suhonen, Jarkko
Tukiainen, Markku
Design, development, and evaluation of a virtual reality game-based application to support computational thinking
title Design, development, and evaluation of a virtual reality game-based application to support computational thinking
title_full Design, development, and evaluation of a virtual reality game-based application to support computational thinking
title_fullStr Design, development, and evaluation of a virtual reality game-based application to support computational thinking
title_full_unstemmed Design, development, and evaluation of a virtual reality game-based application to support computational thinking
title_short Design, development, and evaluation of a virtual reality game-based application to support computational thinking
title_sort design, development, and evaluation of a virtual reality game-based application to support computational thinking
topic Development Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9607772/
https://www.ncbi.nlm.nih.gov/pubmed/36320828
http://dx.doi.org/10.1007/s11423-022-10161-5
work_keys_str_mv AT agbofridayjoseph designdevelopmentandevaluationofavirtualrealitygamebasedapplicationtosupportcomputationalthinking
AT oyeleresolomonsunday designdevelopmentandevaluationofavirtualrealitygamebasedapplicationtosupportcomputationalthinking
AT suhonenjarkko designdevelopmentandevaluationofavirtualrealitygamebasedapplicationtosupportcomputationalthinking
AT tukiainenmarkku designdevelopmentandevaluationofavirtualrealitygamebasedapplicationtosupportcomputationalthinking