2022
DOI: 10.1007/s11423-022-10161-5
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Design, development, and evaluation of a virtual reality game-based application to support computational thinking

Abstract: 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, impl… Show more

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Cited by 23 publications
(6 citation statements)
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References 89 publications
(150 reference statements)
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“…Furthermore, the accessibility of game-based platforms makes virtual tours more accessible to a broader audience, allowing for greater inclusivity. As game-based platforms evolve, virtual tours have enormous potential to revolutionise how people explore and interact with virtual environments, creating innovative and transformative experiences [18,19].…”
Section: Related Studymentioning
confidence: 99%
“…Furthermore, the accessibility of game-based platforms makes virtual tours more accessible to a broader audience, allowing for greater inclusivity. As game-based platforms evolve, virtual tours have enormous potential to revolutionise how people explore and interact with virtual environments, creating innovative and transformative experiences [18,19].…”
Section: Related Studymentioning
confidence: 99%
“…Regarding gaming, in [26], the authors focused on designing and implementing a VR game-based application to support computational thinking. This study followed the design science research methodology to design, implement, and evaluate the prototype of the VR application.…”
Section: From a Student's Experience Point Of Viewmentioning
confidence: 99%
“…The benefits inherent in mini games create the opportunity to achieve a small unit of learning objectives; hence, this study conducted an experiment with IVR mini games using low-cost head-mounted displays (HMD) and hand controllers. Studies have shown how the use of IVR applications with low-cost HMD such as Google Cardboard and a Bluetooth hand controller are increasingly deployed for instructional practices and science education (Parong & Mayer, 2018;Cheng & Tsai, 2020;Agbo et al, 2022).…”
Section: Immersive Virtual Reality and Mini Games In Educationmentioning
confidence: 99%
“…To develop a state-of-the-art technology-based intervention to facilitate 21st-century skills including CT, IVR and game-based learning (GBL) is a viable approach. Studies have shown that educational IVR mini games can impact learners' cognition and learning outcomes in creative thinking, reflective thinking, and self-efficacy (Lee et al, 2010;Makransky & Petersen, 2019;Kim et al, 2020;Agbo et al, 2022). Despite these positive outcomes from previous studies, there are concerns that may affect the use and adoption of IVR in education.…”
Section: Introductionmentioning
confidence: 99%