Designing Virtual Reality Game-Based Learning for Computational Thinking Competency Development: Evidence from Vocational Education

Abstract* Computational thinking has become an essential skill in vocational education; however, many instructional approaches struggle to deliver authentic, engaging, and practice-oriented learning experiences. Virtual reality (VR) game-based learning presents a promising solution to address these challenges by blending immersive environments with problem-solving activities that support the development of competencies. This study explores the design and effectiveness of a VR game-based learning environment to enhance computational thinking skills in vocational education. A quasi-experimental research design was implemented, involving vocational high school students who participated in a VR-based game learning intervention integrated into their regular instructional framework. To assess computational thinking competencies, pre- and post-tests were conducted, aligned with the core components of computational thinking, and supplemented by performance-based learning tasks. The findings reveal that students experienced significant improvements in their computational thinking skills following the intervention, indicating that the VR game-based learning environment effectively supported competency development. Furthermore, the results emphasize the importance of incorporating authentic vocational scenarios and game mechanics to foster active engagement and practical problem-solving. This study contributes valuable empirical evidence to the growing body of research on game-based learning, demonstrating how thoughtfully designed virtual reality learning environments can enhance the development of computational thinking competencies in vocational education contexts.

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Publication Details

Journal
F1000Research
Published
2026-10-05
DOI
https://doi.org/10.12688/f1000research.183507.1
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
0.00
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article

Designing Virtual Reality Game-Based Learning for Computational Thinking Competency Development: Evidence from Vocational Education

Sukirman Sukirman, Roudlotus Sholikhah, Mochamad Bruri Triyono, Dias Aziz Pramudita et al.
F1000Research
Teaching and Learning Programming
article

Designing Virtual Reality Game-Based Learning for Computational Thinking Competency Development: Evidence from Vocational Education

Sukirman Sukirman, Roudlotus Sholikhah, Mochamad Bruri Triyono, Dias Aziz Pramudita, Ratna Wardani, Thomas Köhler, Anis Khoerun Nisa, Adira Bintang Permana
article en

Abstract

Abstract* Computational thinking has become an essential skill in vocational education; however, many instructional approaches struggle to deliver authentic, engaging, and practice-oriented learning experiences. Virtual reality (VR) game-based learning presents a promising solution to address these challenges by blending immersive environments with problem-solving activities that support the development of competencies. This study explores the design and effectiveness of a VR game-based learning environment to enhance computational thinking skills in vocational education. A quasi-experimental research design was implemented, involving vocational high school students who participated in a VR-based game learning intervention integrated into their regular instructional framework. To assess computational thinking competencies, pre- and post-tests were conducted, aligned with the core components of computational thinking, and supplemented by performance-based learning tasks. The findings reveal that students experienced significant improvements in their computational thinking skills following the intervention, indicating that the VR game-based learning environment effectively supported competency development. Furthermore, the results emphasize the importance of incorporating authentic vocational scenarios and game mechanics to foster active engagement and practical problem-solving. This study contributes valuable empirical evidence to the growing body of research on game-based learning, demonstrating how thoughtfully designed virtual reality learning environments can enhance the development of computational thinking competencies in vocational education contexts.

F1000ResearchVol. 15
Yogyakarta State University (ID), State University of Semarang (ID), Muhammadiyah University of Surakarta (ID), Universitas Surakarta (ID), Technische Universität Dresden (DE)
Openalex Percentile: Top 5%
Teaching and Learning Programming
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