Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality

Authors

  • Robert Sims School of Computing and Communicatuions Lancaster University Lancaster, United Kingdom
  • Nathan Rutherford School of Computing and Communicatuions Lancaster University Lancaster, United Kingdom
  • Thomas Smith School of Computing and Communicatuions Lancaster University Lancaster, United Kingdom line
  • Prashanthy Sukumaran School of Computing and Communicatuions Lancaster University Lancaster, United Kingdom
  • Abhijit Karnik School of Computing and Communicatuions Lancaster University Lancaster, United Kingdom
  • Nikola Yotov School of Computing and Communicatuions Lancaster University Lancaster, United Kingdom

DOI:

https://doi.org/10.56198/

Keywords:

virtual reality, engagement, education, visual programming

Abstract

In this study we assess the effects of teaching fundamental programming concepts through a virtual reality (VR) block-based programming application and its impact on engagement. As a comparison study, participants played an existing desktop-based game (LightBot) and the developed VR game (LogiBot) covering similar gameplay mechanics and block-based programming. Initial results indicate that traditional desktop applications are currently more engaging than VR for teaching programming. We thus identify the need for careful design of interaction methods to support ease of use and reward factors to promote engagement in VR-based learning applications beyond the initial wow-factor.

Published

31-10-2025

Conference Proceedings Volume

Section

Conference Proceeedings

How to Cite

Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality. (2025). Immersive Learning Research - Academic, 1(1), 362-366. https://doi.org/10.56198/

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