IJIET 2026 Vol.16(6): 1547-1562
doi: 10.18178/ijiet.2026.16.6.2620
doi: 10.18178/ijiet.2026.16.6.2620
VRBCS: Α Virtual Reality Application for Teaching Basic Programming Concepts to Engineering Students
Vaia Maragkou1,*, Maria Rangoussi1, Dimitris Metafas1, and Errikos-Chaim Ventouras2
1. Department of Electrical and Electronics Engineering, University of West Attica, Athens-Egaleo, Greece
2. Department of Biomedical Engineering, University of West Attica, Athens-Egaleo, Greece
Email: v.maragkou@uniwa.gr (V.M.); mariar@uniwa.gr (M.R.); dmetafas@uniwa.gr (D.M.); ericvent@uniwa.gr (E.-C.V.)
*Corresponding author
2. Department of Biomedical Engineering, University of West Attica, Athens-Egaleo, Greece
Email: v.maragkou@uniwa.gr (V.M.); mariar@uniwa.gr (M.R.); dmetafas@uniwa.gr (D.M.); ericvent@uniwa.gr (E.-C.V.)
*Corresponding author
Manuscript received October 14, 2025; revised November 17, 2025; accepted January 5, 2026; published June 16, 2026
Abstract—Computer programming is a highly desirable and in-demand skill; accordingly, introductory-level courses are included in engineering and science curricula. The increasing student dropout rates, however, have prompted educational research on advanced digital teaching and learning tools, such as Virtual Reality (VR), to attract and motivate students. In the present empirical study, a VR application was designed, developed in Unity 3D, and pilot-evaluated. A desktop (semi-immersive) and a head-mounted display (fully immersive) version of the same application were compared in terms of (i) educational effectiveness with novice programmers (junior engineering students), (ii) usability, and (iii) the user experience they offer. The application was effective for novice programmers; however, the difference in learning gains between the two versions was not statistically significant. In terms of usability, the fully immersive version was rated higher than the Desktop version, the difference here being statistically significant. User experience with the fully immersive version received very high ratings. Findings corroborated existing evidence on the effectiveness of VR as an educational tool for novice programmers and revealed a strong educational potential even for complex programming concepts. The findings also suggest directions for future research on the affordances of VR in education, although more comprehensive and rigorous evaluation is needed.
Keywords—engineering education, computer programming, Virtual Reality (VR), immersive VR, desktop VR, Unity 3D, usability evaluation, user experience
Copyright © 2026 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
Keywords—engineering education, computer programming, Virtual Reality (VR), immersive VR, desktop VR, Unity 3D, usability evaluation, user experience
Cite: Vaia Maragkou, Maria Rangoussi, Dimitris Metafas, and Errikos-Chaim Ventouras, "VRBCS: Α Virtual Reality Application for Teaching Basic Programming Concepts to Engineering Students," International Journal of Information and Education Technology, vol. 16, no. 6, pp. 1547-1562, 2026.
Copyright © 2026 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).