2017 IEEE Integrated STEM Education Conference (ISEC) 2017
DOI: 10.1109/isecon.2017.7910245
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Virtual reality instructional modules for introductory programming courses

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Cited by 22 publications
(13 citation statements)
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“…It was also capable of providing quantitative feedback to users, based on their performance on specific tasks within the virtual world. An example of immersive VR being implemented, with a purpose focused on highlighting, would be the software editing training markers as reported by Stigall and Sharma (2017). Another example of highlighting, featuring the use of AR, would be the use of Google Glass in art galleries to provide the user with supplementary information, reported by Leue et al (2015).…”
Section: Highlightingmentioning
confidence: 99%
“…It was also capable of providing quantitative feedback to users, based on their performance on specific tasks within the virtual world. An example of immersive VR being implemented, with a purpose focused on highlighting, would be the software editing training markers as reported by Stigall and Sharma (2017). Another example of highlighting, featuring the use of AR, would be the use of Google Glass in art galleries to provide the user with supplementary information, reported by Leue et al (2015).…”
Section: Highlightingmentioning
confidence: 99%
“…cMotion is a 3D game which uses virtual characters to teach children programming concepts and logic [6], while Chandramouli et al use gamified real-world examples, such as the solar system, to help students grasp the basics of programming [7]. Stigall et al suggest a VR-enabled game which uses pseudocode and UML notations to help students learn OOP concepts like polymorphism and inheritance [8]. In Imikode, We use a VR storytelling environment which facilitates entry for first-time programmers.…”
Section: Vr-based Learning In Computing Educationmentioning
confidence: 99%
“…Examples in CS1 courses should make sense to students and promote engagement. Recent works [8] [12][13][14][15][16][17][18][19][20][21] have explored the use of engaging applications such as robotics, music, games, media, and physical computing in introductory programming courses. Consistent reported results are that these approaches engage students positively, increase motivation, facilitate understanding, and improve outcomes and retention rates.…”
Section: Introductionmentioning
confidence: 99%