The effects of VR game-based learning on students' computer programming self-efficacy engagement, and the development of computational thinking

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[EMBARGOED UNTIL 8/1/2023; Embargo extended 1 year to 8/1/2024] Computational thinking helps students solve problems by applying concepts drawn from computer science. One of the most popular strategies to develop computational thinking is to solve computer programming problems using block-based coding commands. One way to engage students in solving programming challenges is by embedding them in digital games. Game-based learning is gaining popularity in the educational community due to its ability to integrate knowing and doing in a situated virtual environment. In addition, the affordances of virtual reality (VR), like high-resolution 3D graphics and a highly immersive environment, make this technology promising for developing games intended to help high school students develop computational thinking featuring a quantitative research approach. A review of the literature reveals that the use of VR game-based learning to develop computational thinking in school-age students is still in the early stages. It also shows that the results obtained in empirical studies so far have been inconclusive. This study tested the effects of VR game-based learning on students' computer programming self-efficacy, engagement, and the development of computational thinking. A total of 73 high school students participated in the study. Participants filled out pre-test questionnaires and a test, played a VR coding game, filled out questionnaires at two moments of the game time, and then filled out post-test questionnaires and a test. The results showed that students exhibited significantly higher computational thinking scores after playing a virtual reality coding game. They also showed that their computer programming self-efficacy levels increased significantly as the level of difficulty also increased while playing the game and that their levels of engagement remained constant throughout the game. The current study deepened the understanding of using a VR game-based learning strategy to develop computational thinking in high school students and the role of computer programming self-efficacy and engagement when developing computational thinking using VR games.

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