International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.9
CiteScore

IJIET 2026 Vol.16(6): 1547-1562
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 , Errikos-Chaim Ventouras2

  • 1Department of Electrical and Electronics Engineering, University of West Attica, Athens-Egaleo, Greece
  • 2Department of Biomedical Engineering, University of West Attica, Athens-Egaleo, Greece

* Corresponding author

  • Manuscript receivedOctober 14, 2025
  • revisedNovember 17, 2025
  • acceptedJanuary 5, 2026
  • publishedJune 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
IJIET-V16N6-2620

How to Cite

Copied

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. https://doi.org/10.18178/ijiet.2026.16.6.2620

Copyright & License

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).

Article Metrics in Dimensions

Menu