Learning Scope of Python Coding Using Immersive Virtual Reality
Programming is a highly sought-after technical skill in the job market, but there are limited avenues available for training competent and proficient programmers. This research focuses on evaluating an immersive virtual reality (VR) application that has been introduced in the field of Python lea...
Saved in:
Main Authors: | , , , , , |
---|---|
Format: | Book Chapter |
Language: | English |
Published: |
springer
2021
|
Subjects: | |
Online Access: | http://ir.unimas.my/id/eprint/35255/1/merged.pdf http://ir.unimas.my/id/eprint/35255/ https://link.springer.com/chapter/10.1007/978-3-030-70713-2_97 https://doi.org/10.1007/978-3-030-70713-2_97 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Universiti Malaysia Sarawak |
Language: | English |
Summary: | Programming is a highly sought-after technical skill in the job market,
but there are limited avenues available for training competent and proficient programmers. This research focuses on evaluating an immersive virtual reality (VR)
application that has been introduced in the field of Python learning, which uses
the interaction technique and a user interface, allowing the novice to engage in
VR learning. 30 participants were recruited for the evaluation purpose and they
are divided into two groups--15 for Experiment I, and 15 for Experiment II. A
questionnaire to evaluate the user interface was done in Experiment I, and a questionnaire to evaluate the novice’s acceptance of the VR application was given to
the participants in Experiment II. Furthermore, interviews were conducted to collect detailed feedback from all the participants. From the results, it can be noted
that the implemented interaction designs in this VR application are adequate.
However, more interaction techniques can be integrated to increase the degree of
immersive experience of the user in the application. Besides, the interface of the
application is considered adequate and reasonable. Nevertheless, there is room
for improvement in the aspect of usability and provide a higher level user experience. The novices’ acceptance level of the new proposed learning method is
low; this might be due to the users’ fear of change-- a normal human behaviour
in embracing new things in life. Therefore, a larger sample size is proposed to
further investigate the novice’s acceptance of the new learning method by using
an improved version of the VR application. |
---|