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

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 single-group pretest–posttest quasi-experimental research design was implemented, involving N = 40 vocational high school students from Software Engineering and Game Development (PPLG) classes who participated in a VR-based game learning intervention integrated into their regular instructional framework. To assess computational thinking competencies, pre- and post-tests (10 scenario-based items, score range 0–10 points) were conducted, aligned with the core components of computational thinking, and supplemented by post-intervention authentic performance tasks. The findings reveal that students experienced statistically significant improvements in their overall computational thinking performance following the intervention (t(39) = 15.30,p < .001,d_z = 2.42; Wilcoxon W = 0.0,p < .001, mean gain = 2.23 points), while also demonstrating solid proficiency across applied vocational tasks (66.5% overall attainment). Although the single-group design precludes definitive causal attribution in the absence of a non-VR comparison group, the results emphasize the educational potential of incorporating authentic vocational scenarios and game mechanics to foster practical problem-solving in vocational education.

Authors

Institutions

Publication Details

Journal
F1000Research
Published
2026-10-29
DOI
https://doi.org/10.12688/f1000research.183507.2
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
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

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 single-group pretest–posttest quasi-experimental research design was implemented, involving N = 40 vocational high school students from Software Engineering and Game Development (PPLG) classes who participated in a VR-based game learning intervention integrated into their regular instructional framework. To assess computational thinking competencies, pre- and post-tests (10 scenario-based items, score range 0–10 points) were conducted, aligned with the core components of computational thinking, and supplemented by post-intervention authentic performance tasks. The findings reveal that students experienced statistically significant improvements in their overall computational thinking performance following the intervention (t(39) = 15.30,p < .001,d_z = 2.42; Wilcoxon W = 0.0,p < .001, mean gain = 2.23 points), while also demonstrating solid proficiency across applied vocational tasks (66.5% overall attainment). Although the single-group design precludes definitive causal attribution in the absence of a non-VR comparison group, the results emphasize the educational potential of incorporating authentic vocational scenarios and game mechanics to foster practical problem-solving in vocational education.

F1000ResearchVol. 15
Yogyakarta State University (ID), State University of Semarang (ID), Muhammadiyah University of Surakarta (ID), Technische Universität Dresden (DE)
Lembaga Pengelola Dana Pendidikan
Quality education
Openalex Percentile: Top 7%
Teaching and Learning Programming
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.

Laika access coming soon