iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning
Currently, there are a plethora of solutions developed to help students learn the basics of programming. However, there is a relative paucity of solutions that cater to problems students face when learning programming that is mainly caused by the abstract nature of programming, misconceptions of pro...
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Institute of Electrical and Electronics Engineers
2022
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Online Access: | http://eprints.sunway.edu.my/2152/1/iprogvr_design_of_a_virtual_reality_environment_to_improve_introductory_programming_learning.pdf http://eprints.sunway.edu.my/2152/ https://ieeexplore.ieee.org/document/9877917 |
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my.sunway.eprints.21522023-03-20T01:45:38Z http://eprints.sunway.edu.my/2152/ iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning Wee, Chyanna* Yap, Kian Meng * Lim, Woan Ning * QA75 Electronic computers. Computer science Currently, there are a plethora of solutions developed to help students learn the basics of programming. However, there is a relative paucity of solutions that cater to problems students face when learning programming that is mainly caused by the abstract nature of programming, misconceptions of programming concepts, and lack of motivation. Hence, in this study, a framework to address the abstract nature of programming and common programming misconceptions is developed. The framework consists of three modules that correspond to each issue, powered by a simulation engine. The first module is developed to address the abstract nature of programming by representing programming concepts with concrete objects in the virtual environment. The second module employs simulation techniques such as interactions and player perspectives to address common programming misconceptions. Lastly, the third module employs elements in the virtual environment to engage students when learning through the system. To evaluate the system, 60 participants were randomly divided into the control group (N = 30) and the experimental group (N = 30). Participants in the control group were taught using a video lecture while participants in the experimental group were taught using the developed VR intervention. Evaluation results gathered quantitatively indicated that the VR intervention was able to significantly increase programming concepts comprehension and address programming misconceptions. Participants also rated the developed VR intervention to be significantly more engaging than the video lecture. Institute of Electrical and Electronics Engineers 2022-09-05 Article PeerReviewed text en cc_by_4 http://eprints.sunway.edu.my/2152/1/iprogvr_design_of_a_virtual_reality_environment_to_improve_introductory_programming_learning.pdf Wee, Chyanna* and Yap, Kian Meng * and Lim, Woan Ning * (2022) iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning. IEEE Access, 10. pp. 100054-100078. ISSN 2169-3536 https://ieeexplore.ieee.org/document/9877917 10.1109/ACCESS.2022.3204392 |
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QA75 Electronic computers. Computer science Wee, Chyanna* Yap, Kian Meng * Lim, Woan Ning * iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning |
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Currently, there are a plethora of solutions developed to help students learn the basics of programming. However, there is a relative paucity of solutions that cater to problems students face when learning programming that is mainly caused by the abstract nature of programming, misconceptions of programming concepts, and lack of motivation. Hence, in this study, a framework to address the abstract nature of programming and common programming misconceptions is developed. The framework consists of three modules that correspond to each issue, powered by a simulation engine. The first module is developed to address the abstract nature of programming by representing programming concepts with concrete objects in the virtual environment. The second module employs simulation techniques such as interactions and player perspectives to address common programming misconceptions. Lastly, the third module employs elements in the virtual environment to engage students when learning through the system. To evaluate the system, 60 participants were randomly divided into the control group (N = 30) and the experimental group (N = 30). Participants in the control group were taught using a video lecture while participants in the experimental group were taught using the developed VR intervention. Evaluation results gathered quantitatively indicated that the VR intervention was able to significantly increase programming concepts comprehension and address programming misconceptions. Participants also rated the developed VR intervention to be significantly more engaging than the video lecture. |
format |
Article |
author |
Wee, Chyanna* Yap, Kian Meng * Lim, Woan Ning * |
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Wee, Chyanna* Yap, Kian Meng * Lim, Woan Ning * |
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Wee, Chyanna* |
title |
iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning |
title_short |
iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning |
title_full |
iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning |
title_fullStr |
iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning |
title_full_unstemmed |
iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning |
title_sort |
iprogvr: design of a virtual reality environment to improve introductory programming learning |
publisher |
Institute of Electrical and Electronics Engineers |
publishDate |
2022 |
url |
http://eprints.sunway.edu.my/2152/1/iprogvr_design_of_a_virtual_reality_environment_to_improve_introductory_programming_learning.pdf http://eprints.sunway.edu.my/2152/ https://ieeexplore.ieee.org/document/9877917 |
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