ERIC Number: EJ1444057
Record Type: Journal
Publication Date: 2024-Sep
Pages: 29
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1360-2357
EISSN: EISSN-1573-7608
SSPOT-VR: An Immersive and Affordable Mobile Application for Supporting K-12 Students in Learning Programming Concepts
Gustavo Martins Nunes Avellar; Maria Lydia Fioravanti; William Simao de Deus; Kalinka Regina Lucas Jaquie Castelo Branco; Ellen Francine Barbosa
Education and Information Technologies, v29 n13 p16411-16439 2024
High-resolution displays on mobile devices, accurate motion sensors, and efficient mobile processors have taken virtual reality (VR), essentially employed in laboratory, to everyday environments, including homes, workplaces, and classrooms. Regarding programming education, it has been investigated in conjunction with various educational strategies, such as block-based programming (BBP), metaphors, and storytelling. However, studies that adopt VR predominantly employ high-end head-mounted displays (HMDs) and powerful computers to deliver interactive and immersive learning experiences. Conversely, investigations involving mobile platforms and low-cost HMDs often lack user interactivity. Towards filling that gap, this study introduces SSPOT-VR (Space Station for Programming Training in Virtual Reality), a cost-effective solution tailored for children and teenagers that integrates interactive methods for the teaching and learning of programming concepts and the simulated experience of an immersive digitally created world. Three surveys, namely S[subscript 1], S[subscript 2] and S[subscript 3], involving SSPOT-VR and K-12 students were conducted. S[subscript 1] and S[subscript 2] focused on user acceptance (n[subscript 1] = 124 and n[subscript 2] = 16 ) and S[subscript 3] centered on knowledge retention (n[subscript 3] = 31 ). The results indicate students are inclined to accept SSPOT-VR as a valuable educational tool, since it effectively facilitates the retention of programming knowledge through its engaging and interactive learning experiences. By choosing more cost-effective equipment, this research supports the existing body of knowledge while also providing a detailed description of how an effective solution is designed, developed, and used. The approach enhances both affordability and potential applications of immersive VR in programming education.
Descriptors: Computer Oriented Programs, Elementary Secondary Education, Programming, Concept Formation, Handheld Devices, Computer Simulation, Interaction, Technology Uses in Education, Cost Effectiveness
Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://bibliotheek.ehb.be:2123/
Publication Type: Journal Articles; Reports - Research
Education Level: Elementary Secondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A