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SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts
SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts
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SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts
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SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts
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SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts
SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts
Journal Article

SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts

2024
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Overview
High-resolution displays on mobile devices, accurate motion sensors, and efficient mobile processors have taken virtual reality (VR), essentially employed in laboratory, to everyday environments, including homes, workplaces, and classrooms. Regarding programming education, it has been investigated in conjunction with various educational strategies, such as block-based programming (BBP), metaphors, and storytelling. However, studies that adopt VR predominantly employ high-end head-mounted displays (HMDs) and powerful computers to deliver interactive and immersive learning experiences. Conversely, investigations involving mobile platforms and low-cost HMDs often lack user interactivity. Towards filling that gap, this study introduces SSPOT-VR (Space Station for Programming Training in Virtual Reality), a cost-effective solution tailored for children and teenagers that integrates interactive methods for the teaching and learning of programming concepts and the simulated experience of an immersive digitally created world. Three surveys, namely S 1 , S 2 and S 3 , involving SSPOT-VR and K-12 students were conducted. S 1 and S 2 focused on user acceptance ( n 1 = 124 and n 2 = 16 ) and S 3 centered on knowledge retention ( n 3 = 31 ). The results indicate students are inclined to accept SSPOT-VR as a valuable educational tool, since it effectively facilitates the retention of programming knowledge through its engaging and interactive learning experiences. By choosing more cost-effective equipment, this research supports the existing body of knowledge while also providing a detailed description of how an effective solution is designed, developed, and used. The approach enhances both affordability and potential applications of immersive VR in programming education.