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Autor/inn/enSukirman, Sukirman; Ibharim, Laili Farhana Md; Said, Che Soh; Murtiyasa, Budi
TitelA Strategy of Learning Computational Thinking through Game Based in Virtual Reality: Systematic Review and Conceptual Framework
QuelleIn: Informatics in Education, 21 (2022) 1, S.179-200 (22 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1648-5831
SchlagwörterComputation; Thinking Skills; Game Based Learning; Computer Simulation; Literature Reviews; Learning Strategies; Technology Uses in Education
AbstractResearch trends on computational thinking (CT) and its learning strategies are showing an increase. The strategies are varying, for example is using games to provide enjoyment, engagement, and experience. To improve the high level of immersion and presence of game objects, learning strategies through games can be improved by virtual reality (VR) technology and its application. However, a systematic review that specifically discusses game based in VR (GBiVR) settings is lacking. This paper reports previous studies systematically about the strategies used to learn CT through games and VR applications. 15 papers were selected through "Preferred Reporting Items for Systematic Reviews and Meta-Analyses" (PRISMA) guidelines. As the result, this study proposes a conceptual framework for designing a strategy to learn CT through GBiVR settings. The framework consists of critical aspects of variables that can be considered in the learning environment like game elements, VR features, and CT skills. All the aspects are discussed below. (As Provided).
AnmerkungenVilnius University Institute of Mathematics and Informatics, Lithuanian Academy of Sciences. Akademjos str. 4, Vilnius LT 08663 Lithuania. Tel: +37-5-21-09300; Fax: +37-5-27-29209; e-mail: info@mii.vu.lt; Web site: https://infedu.vu.lt/journal/INFEDU
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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