TeachVR: An Immersive Virtual Reality Framework for Computational Thinking Based on Student Preferences

This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy. Our proposed framework, with components developed from the constructivist learning theory, emphasises creating knowledge through interaction with the environment, focusing on autonomy, mastery and purpose as drivers of intrinsic outcomes. Through a survey administered to hundred and fifty-seven participants, we sought to identify student-preferred strategies for learning computational thinking skills via VR interventions. Results highlighted key challenges students face when working on computational tasks are related to algorithmic and abstraction thinking. To ease the aforementioned challenges, our findings suggest a preference among students for situated-based learning approaches within VR environments. Additionally, participants recognized the importance of motivational outcomes in improving autonomy and mastery within VR-based learning tasks. Students also preferred tasks that enhanced self-efficacy, contributing to a greater sense of purpose in their learning endeavours. Overall, this investigation sets a foundation for more student-centric, constructivist and intrinsically-based VR frameworks in education.

Authors

Institutions

Publication Details

Journal
ACM Transactions on Computing Education
Published
2025-02-18
DOI
https://doi.org/10.1145/3717838
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

TeachVR: An Immersive Virtual Reality Framework for Computational Thinking Based on Student Preferences

Lillian Yee Kiaw Wang, Huey Fang Ong, Chyanna Wee
1 citations
ACM Transactions on Computing Education
Educational Games and Gamification
3.44
article

TeachVR: An Immersive Virtual Reality Framework for Computational Thinking Based on Student Preferences

Lillian Yee Kiaw Wang, Huey Fang Ong, Chyanna Wee
article en
1 citations

Abstract

This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy. Our proposed framework, with components developed from the constructivist learning theory, emphasises creating knowledge through interaction with the environment, focusing on autonomy, mastery and purpose as drivers of intrinsic outcomes. Through a survey administered to hundred and fifty-seven participants, we sought to identify student-preferred strategies for learning computational thinking skills via VR interventions. Results highlighted key challenges students face when working on computational tasks are related to algorithmic and abstraction thinking. To ease the aforementioned challenges, our findings suggest a preference among students for situated-based learning approaches within VR environments. Additionally, participants recognized the importance of motivational outcomes in improving autonomy and mastery within VR-based learning tasks. Students also preferred tasks that enhanced self-efficacy, contributing to a greater sense of purpose in their learning endeavours. Overall, this investigation sets a foundation for more student-centric, constructivist and intrinsically-based VR frameworks in education.

ACM Transactions on Computing EducationVol. 25(1)
Monash University Malaysia (MY)
Openalex Percentile: Top 12%
Educational Games and Gamification
3.44
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.