A Virtual Reality Application and an Interactive Board Game for Students Learning to Program
This study investigates the pedagogical effectiveness of three instructional formats for teaching block-based programming: an immersive virtual reality (VR) environment, a tactile board game (BG), and a traditional digital manual. Two interactive prototypes (VR and BG) were developed and validated t...
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| Format: | Article |
| Language: | English |
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IEEE
2025-01-01
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| Series: | IEEE Access |
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| Online Access: | https://ieeexplore.ieee.org/document/11030598/ |
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| author | Anna Tonda Ramos Agueda Gomez-Cambronero Ignacio Miralles Inmaculada Remolar |
| author_facet | Anna Tonda Ramos Agueda Gomez-Cambronero Ignacio Miralles Inmaculada Remolar |
| author_sort | Anna Tonda Ramos |
| collection | DOAJ |
| description | This study investigates the pedagogical effectiveness of three instructional formats for teaching block-based programming: an immersive virtual reality (VR) environment, a tactile board game (BG), and a traditional digital manual. Two interactive prototypes (VR and BG) were developed and validated to ensure functional and educational reliability. A three-way experimental design was employed to evaluate learner engagement, conceptual understanding, and satisfaction. Results revealed that both VR and BG significantly outperformed the traditional digital format across all metrics, with VR showing slightly higher engagement due to its immersive features. However, the BG demonstrated comparable learning outcomes and stronger accessibility. These findings validate the study’s hypotheses, emphasizing the value of interactivity in education. The BG emerges as an effective, low-tech alternative in contexts where VR access is limited, reinforcing the importance of well-designed physical tools in programming education. |
| format | Article |
| id | doaj-art-b3cd9e683c0e4429826f6b883ddcb346 |
| institution | Kabale University |
| issn | 2169-3536 |
| language | English |
| publishDate | 2025-01-01 |
| publisher | IEEE |
| record_format | Article |
| series | IEEE Access |
| spelling | doaj-art-b3cd9e683c0e4429826f6b883ddcb3462025-08-20T03:24:08ZengIEEEIEEE Access2169-35362025-01-011310632210633510.1109/ACCESS.2025.357876911030598A Virtual Reality Application and an Interactive Board Game for Students Learning to ProgramAnna Tonda Ramos0https://orcid.org/0000-0002-5909-4588Agueda Gomez-Cambronero1https://orcid.org/0000-0003-2986-4331Ignacio Miralles2https://orcid.org/0000-0002-1205-5434Inmaculada Remolar3https://orcid.org/0000-0002-7743-2579Instituto de Nuevas Tecnologías de la Imagen (INIT), Universitat Jaume I, Castellón de la Plana, SpainInstituto de Nuevas Tecnologías de la Imagen (INIT), Universitat Jaume I, Castellón de la Plana, SpainInstituto de Nuevas Tecnologías de la Imagen (INIT), Universitat Jaume I, Castellón de la Plana, SpainInstituto de Nuevas Tecnologías de la Imagen (INIT), Universitat Jaume I, Castellón de la Plana, SpainThis study investigates the pedagogical effectiveness of three instructional formats for teaching block-based programming: an immersive virtual reality (VR) environment, a tactile board game (BG), and a traditional digital manual. Two interactive prototypes (VR and BG) were developed and validated to ensure functional and educational reliability. A three-way experimental design was employed to evaluate learner engagement, conceptual understanding, and satisfaction. Results revealed that both VR and BG significantly outperformed the traditional digital format across all metrics, with VR showing slightly higher engagement due to its immersive features. However, the BG demonstrated comparable learning outcomes and stronger accessibility. These findings validate the study’s hypotheses, emphasizing the value of interactivity in education. The BG emerges as an effective, low-tech alternative in contexts where VR access is limited, reinforcing the importance of well-designed physical tools in programming education.https://ieeexplore.ieee.org/document/11030598/Board gamesblock programmingcomputational thinkingeducation technologyinteractive learningvirtual reality |
| spellingShingle | Anna Tonda Ramos Agueda Gomez-Cambronero Ignacio Miralles Inmaculada Remolar A Virtual Reality Application and an Interactive Board Game for Students Learning to Program IEEE Access Board games block programming computational thinking education technology interactive learning virtual reality |
| title | A Virtual Reality Application and an Interactive Board Game for Students Learning to Program |
| title_full | A Virtual Reality Application and an Interactive Board Game for Students Learning to Program |
| title_fullStr | A Virtual Reality Application and an Interactive Board Game for Students Learning to Program |
| title_full_unstemmed | A Virtual Reality Application and an Interactive Board Game for Students Learning to Program |
| title_short | A Virtual Reality Application and an Interactive Board Game for Students Learning to Program |
| title_sort | virtual reality application and an interactive board game for students learning to program |
| topic | Board games block programming computational thinking education technology interactive learning virtual reality |
| url | https://ieeexplore.ieee.org/document/11030598/ |
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