Agbo Friday Joseph, Oyelere Solomon Sunday, Suhonen Jarkko, Tukiainen Markku
P.O. Box 111, N80101 Joensuu, Finland School of Computing, University of Eastern Finland.
Salem, OR 97301 USA School of Computing and Data Science, Willamette University.
Educ Technol Res Dev. 2023;71(2):505-537. doi: 10.1007/s11423-022-10161-5. Epub 2022 Oct 26.
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.
如今,计算思维(CT)已成为一项必不可少的技能。对于年轻学生而言,需要具备CT能力才能为他们未来的工作做好准备。这种能力有助于学生理解编程知识,而这对许多攻读计算机科学学位的新手来说一直是个挑战。本研究聚焦于设计并实现一款基于虚拟现实(VR)游戏的应用程序(iThinkSmart),以支持CT知识。该研究遵循设计科学研究方法来设计、实现并评估VR应用程序的首个原型。对来自尼日利亚一所大学的47名计算机科学专业学生进行了该原型的初步评估,这些学生自愿参与了实验过程。为了确定iThinkSmart这款基于VR游戏的应用程序中哪些方面可行以及哪些需要改进,随机分成了两组,分别是实验组(n = 21)和对照组(n = 26)。我们的研究结果表明,VR能提高动机,进而提升学生的CT技能,这有助于了解VR在教育中的作用,特别是为使用CT概念可视化来促进编程教育提供了证据。此外,研究还表明,沉浸、互动以及参与VR教育应用程序能够提升高等教育机构(HEI)学生的CT能力。另外,结果显示,玩了基于iThinkSmart VR游戏应用程序的学生获得了更高的认知收益,对学习CT概念的兴趣和态度也有所增加。尽管需要进一步调查以更深入了解学生的学习过程,但本研究在将CT定位到HEI背景方面做出了重大贡献,并为使用教育VR小游戏支持学生学习成果提供了实证依据。