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 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.

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Publication Details

Journal
IEEE Access
Published
2025-01-01
DOI
https://doi.org/10.1109/access.2025.3578769
Citations
1
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
1.28

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article

A Virtual Reality Application and an Interactive Board Game for Students Learning to Program

Águeda Gómez-Cambronero, Inmaculada Remolar, Ignacio Miralles, Anna Tonda
1 citations
IEEE Access
Augmented Reality Applications
1.28
article

A Virtual Reality Application and an Interactive Board Game for Students Learning to Program

Águeda Gómez-Cambronero, Inmaculada Remolar, Ignacio Miralles, Anna Tonda
article en
1 citations

Abstract

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.

IEEE AccessVol. 13
Universitat Jaume I (ES)
HORIZON EUROPE Innovative Europe
Quality Education
Openalex Percentile: Top 19%
Augmented Reality Applications
1.28
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