2024/05/25 by Kevin William Baron, Baron, Kevin William
Computer Science · Health Professions · Psychology · #Code (set theory) #Cognitive science #Computer graphics (images) #Computer science #Digital Storytelling and Education #Educational Games and Gamification #FOS: Computer and information sciences #Human-Computer Interaction (cs.HC) #Human–computer interaction #Multimedia (cs.MM) #Programming language #Psychology #Teaching and Learning Programming #Virtual reality
paper · pdf · doi:10.48550/arxiv.2407.11975
openalex publication_date 2024/05/25 · openalex created_date 2024/10/25 · openalex updated_date 2026/07/28
This paper represents a pilot study examining learners who are new to computer science (CS). Subjects are taught to program in one of two virtual reality (VR) applications developed by the researcher that use interactable objects representing programming concepts. The different versions are the basis for two experimental groups. One version of the app uses textual code for the interactable programming objects and the other version uses everyday objects as visual metaphors for the CS concepts the programming objects represent. For the two experimental groups, the study compares the results of self-efficacy surveys and CS knowledge tests taken before and after the VR activity intervention. An attitudinal survey taken after the intervention examines learners' sense of productivity and engagement with the VR activity. While further iterations of the study with a larger sample size would be needed to confirm any results, preliminary findings from the pilot study suggest that both methods of teaching basic programming concepts in VR can lead to increased levels of self-efficacy and knowledge regarding CS, and can contribute toward productive mental states.