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A Strategy of Learning Computational Thinking through Game Based in Virtual Reality: Systematic Review and Conceptual Framework
Volume 21, Issue 1 (2022), pp. 179–200
Sukirman SUKIRMAN   Laili Farhana Md IBHARIM   Che Soh SAID   Budi MURTIYASA  

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https://doi.org/10.15388/infedu.2022.07
Pub. online: 5 August 2022      Type: Article      Open accessOpen Access

Published
5 August 2022

Abstract

Research 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.

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Open access article under the CC BY license.

Keywords
systematic review conceptual framework computational thinking game-based learning virtual reality prisma

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