A Comparative Study: Augmented and Virtual Reality Applications for
Improving Comprehension of Abstract Programming Concepts
Omer Emin Cinar
a
, Karen Rafferty
b
, David Cutting
c
and Hui Wang
d
School of Electronics, Electrical Engineering and Computer Science, Queen’s University Belfast, Belfast, U.K.
Keywords:
Augmented Reality, Booklet, Education, Engineering, Programming, Python, Virtual Reality.
Abstract:
This paper presents the development of a Virtual Reality (VR) application to enhance the learning experience
of Python collection data types for electrical and electronic engineering students, and the comparison of this
VR application with an Augmented Reality (AR) application developed for the same field, and a paper-based
content. AR and VR, as emerging technologies, hold promise for transforming educational and cognitive
processes, especially in engineering education where students often struggle with abstract programming con-
cepts. The research focuses on using VR to make abstract concepts like Python collections more accessible
and understandable through immersive and interactive experiences. The VR application allows students to
engage with virtual representations of Python data types, promoting a deeper comprehension. A comparative
user study was conducted, involving participants using either the VR or AR application or learning through a
printed booklet. The effectiveness of these methods was assessed by pre- and post-comprehension tests. The
results indicated a significant improvement in understanding Python collections with the VR application, as
evidenced by the substantial difference between its pre- and post-test score means. This finding suggests that
VR, more effectively than AR or traditional methods, aids in grasping abstract programming concepts.
1 INTRODUCTION
AR and VR are revolutionary technologies that have
the potential to reshape the landscape of education
and learning. In general terms, AR allows users to
perceive the actual world while overlaying or inte-
grating virtual elements onto it and this technology
encompasses three fundamental attributes: the fusion
of real and virtual environments, seamless real-time
interaction, and a three-dimensional aspect (Azuma,
1997). Besides, VR consists of interaction, immer-
sion, and imagination (Burdea and Coiffet, 2003) and
uses computer technology to simulate an interactive
three-dimensional environment, where objects have a
sense of spatial presence (Bryson, 2013).
In the realm of engineering education, these im-
mersive technologies offer unique opportunities to en-
hance the understanding of complex concepts. Build-
ing upon the AR application designed to improve the
comprehension of Python collection data types (Lists,
a
https://orcid.org/0000-0002-4422-4482
b
https://orcid.org/0000-0002-7443-7876
c
https://orcid.org/0000-0002-1088-4749
d
https://orcid.org/0000-0003-2633-6015
Tuples, Sets, and Dictionaries) for first-year electrical
and electronic engineering students in (Cinar et al.,
2023), this paper introduces the development and im-
plementation of a VR application that takes the learn-
ing experience to new heights by adding interaction
using Oculus Integration SDK (Software Develop-
ment Kit).
The VR application represents a natural progres-
sion from the booklet and the AR application, allow-
ing users to delve into a fully immersive virtual en-
vironment. By integrating real-time interaction and
virtual elements, the VR application provides an en-
hanced learning experience with added layers of in-
teractivity.
1.1 Hypothesis
The paper posits three primary hypotheses as follows:
Hypothesis 1 (H1). Both sample group 1 (users
of the AR application) and sample group 2 (users
of the VR application) will show a statistically
significant improvement in comprehension from
the pre-test to the post-test. H1 is based on the
premise that both AR and VR technologies offer
enhanced learning experiences compared to tra-
538
Cinar, O., Rafferty, K., Cutting, D. and Wang, H.
A Comparative Study: Augmented and Virtual Reality Applications for Improving Comprehension of Abstract Programming Concepts.
DOI: 10.5220/0012565600003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 538-548
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
ditional methods. AR and VR can provide more
interactive and engaging ways to visualize and in-
teract with complex concepts, in this case, Python
collection data types. These technologies have
been shown to increase motivation and engage-
ment, which are key factors in learning.
Hypothesis 2 (H2). The rate of comprehension
improvement from the pre-test to the post-test will
be greater in sample group 2 compared to sample
group 1. H2 is based on the premise that VR tech-
nology typically offers a more immersive learning
environment than AR. While AR overlays digital
information in the real world, VR creates a com-
pletely virtual environment that can more fully en-
gage the user’s senses. This total immersion in
VR is hypothesized to lead to a higher level of
concentration and focus on the subject matter, po-
tentially resulting in a greater comprehension im-
provement compared to AR.
Hypothesis 3 (H3). The rate of comprehension
improvement from the pre-test to the post-test will
be greater in both sample group 1 and sample
group 2 compared to the control group (readers of
the booklet). H3 is based on the premise that the
control group, using traditional paper-based learn-
ing materials, is exposed to a more passive form
of learning. In contrast, AR and VR provide ac-
tive learning experiences, where users can engage
directly with the material. The interactive nature
of these technologies caters to various learning
styles (visual, kinesthetic, etc.), potentially lead-
ing to enhanced cognitive processing and reten-
tion of information.
1.2 Contribution
The addressed gaps include:
How interaction is effectively used during the VR
application development process,
How a VR-based educational application is devel-
oped for such a specific application area as Python
collection data types,
How more robust and extensive content for this
kind of VR application can be designed in this di-
rection,
What type of evaluation methods can be adopted
to analyse the outcomes of this kind of VR appli-
cation,
How users can gain more effective learning expe-
riences with a VR application compared to paper-
based and AR content.
This VR application presents an innovative and
engaging method to improve understanding of com-
plex programming concepts, contributing to research
on VR’s educational use and demonstrating its effec-
tiveness for engineering students, with implications
for the design of future VR tools across various edu-
cational fields.
The research methodology involves a comparison
between the effectiveness of booklet, AR, and VR ap-
plications for learning by dividing participants into
three groups to use each method, and conducting pre-
and post-comprehension tests to evaluate their effec-
tiveness, with a focus on determining if the VR appli-
cation surpasses the AR application in user engage-
ment and learning outcomes.
The findings from this research hold significant
implications for integrating immersive technologies
into engineering education. The VR application’s in-
teractive support is a key point here. Moreover, the
study contributes to the growing body of knowledge
on the potential of VR in education, highlighting the
benefits of interactive and adaptive learning environ-
ments.
As VR technology continues to evolve, the out-
comes of this research will inform future advance-
ments in educational applications, paving the way
for more effective and inclusive learning experiences
across diverse domains. By blending the realms
of AR, VR, and interaction, this study represents a
forward-looking endeavor that strives to empower en-
gineering students on their educational journey.
In summary, the contributions of this work are
threefold, encompassing key advancements in the de-
velopment of the VR application for enhancing the
comprehension of abstract and/or complex program-
ming concepts, specifically focused on Python collec-
tion data types:
Firstly, a cumulative design approach was adopted
when the VR application was developed based on
the AR application developed previously.
Secondly, the incorporation of Oculus Integration
SDK for interaction within the VR environment
is a notable contribution, improving a deeper and
more permanent understanding of programming
concepts.
Thirdly and finally, the research methodology em-
ployed, involving a comparative user study be-
tween the booklet, the previously developed AR
application, and the new VR application, aims
to provide insights into the effectiveness of VR-
based learning tools.
A Comparative Study: Augmented and Virtual Reality Applications for Improving Comprehension of Abstract Programming Concepts
539
2 BACKGROUND
2.1 Augmented and Virtual Reality in
Engineering Education
The integration of AR and VR technologies into engi-
neering education has become a subject of extensive
study and exploration, each offering unique benefits
and applications.
Numerous studies have explored the use of AR
in engineering education. According to (Billinghurst
and Duenser, 2012), AR is gaining significance in the
educational realm, particularly for its positive impact
on student memory retention and comprehension.
In (Luo and Mojica Cabico, 2018) an AR-based
learning tool was developed for construction engi-
neering students and it demonstrated improved learn-
ing experiences and enhanced understanding com-
pared to traditional 2D graphics. In (Kaur et al., 2020)
it was emphasised that AR is seen as a valuable tool
for enhancing student motivation by providing inter-
active learning experiences in engineering education
According to (Tuli and Mantri, 2020), while prac-
tical labs in science and engineering education face
limitations due to costs and resource constraints, AR
not only effectively overcomes these issues, particu-
larly in simplifying concepts like Fleming’s rule in
electromagnetism, but also surpasses web-based ap-
plications in improving student understanding and
flow awareness in this field.
Additionally, it was underlined in (Jesionkowska
et al., 2020) that AR technology is known to boost
motivation and improve perceptions of STEAM sub-
jects. It promotes active learning and curiosity and
empowers students to take charge of their educational
journey.
On the other hand, the use of VR in engineer-
ing education has been researched in many studies to
date. The studies analysed in (di Lanzo et al., 2020)
demonstrated that the utilisation of VR in engineering
education has the potential to provide advantageous
and promising outcomes concerning desired learning
achievements in tertiary and industry institutions.
According to (Radianti et al., 2020), there are cer-
tain gaps in terms of immersion, application areas of
VR, content, evaluation, methods, and theories in the
relevant literature.
In (Laseinde et al., 2015) the researchers em-
ployed VR as a technique to effectively communicate
engineering topics to first-year engineering students.
The outcomes obtained through the implementation
of this teaching tool make a substantial contribution
to the field of VR content development and enhance
students’ retention of engineering concepts. In (Di-
nis et al., 2017) their VR interface enables partici-
pants to immerse themselves in a three-dimensional
model of a building on the campus, facilitating the ex-
ploration of various disciplines within civil engineer-
ing. Users can reveal concealed components in the
building systems by switching the visibility of differ-
ent sets of building elements. In (Muller et al., 2017)
the utilisation of consumer-grade VR equipment for
immersive learning purposes within the field of Me-
chanical Engineering was underlined. The design of
a VR immersive learning game was outlined and a
methodology was proposed for evaluating the user
experience, specifically examining three dimensions:
usability, utility, and acceptability.
In (Kami
´
nska et al., 2017), VR was highlighted
as a new trend in mechanical and electrical engineer-
ing education, by demonstrating its effectiveness in
immersive learning by reducing costs, eliminating the
need for expensive equipment, and enhancing mate-
rial retention and educational outcomes, with most
participants effectively interacting with the VR plat-
form and showing improved comprehension and re-
tention.
Briefly, the dynamic synergy in AR and VR is
transforming the landscape of engineering education,
paving the way for more immersive, engaging, and ef-
fective learning experiences while addressing various
challenges, ultimately shaping the future of engineer-
ing instruction.
2.2 Augmented and Virtual Reality in
Computer Science and
Programming Concepts
The use of AR and VR for engineering education has
opened up new avenues for teaching Computer Sci-
ence (CS) and programming concepts, as evidenced
by a plethora of studies in the literature.
In the relevant literature, one can encounter stud-
ies that incorporate AR into engineering education to
teach CS concepts and topics.
In (Bacca Acosta et al., 2014) it was underlined
that AR techniques enhance the effectiveness of visu-
alisations and offer multiple benefits for learning pro-
gramming, including improved learning outcomes,
increased motivation, interactivity, and collaboration.
In (Schez-Sobrino et al., 2021) a 2-D graphic no-
tation within a 3-D environment was introduced. This
innovative approach employed graphical representa-
tions inspired by roads and traffic signs within the
realm of programming instruction, enabling the visu-
alisation of programs through AR. CS students evalu-
ated these visual representations, confirming the clar-
ity and practicality of the suggested notation for con-
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
540
veying programming concepts.
Furthermore, (Theodoropoulos and Lepouras,
2021) highlighted the tremendous potential of AR as
a tool to support CS education. Immersive and engag-
ing AR tools are considered essential for effective CS
education.
In addition, it is inevitable to find studies in the
literature in which VR is employed to teach CS con-
cepts as part of engineering education.
It was underlined in (Oktaviati and Jaharadak,
2018) that the integration of gamification and virtual
environments in CS education enhances interactivity,
content absorption, interest, comprehension, and ef-
ficiency, leading to a more engaging and effective
learning experience.
According to (Batista et al., 2020), the utilisation
of virtual environments in CS education has yielded
positive outcomes in the learning process.
In conclusion, both AR and VR have emerged as
powerful tools for enhancing the teaching and learn-
ing of CS within engineering education, offering im-
mersive experiences, improved comprehension, and
heightened motivation, paving the way for more ef-
fective and engaging pedagogical approaches in this
dynamic field.
2.3 The Use of Gamification in
Augmented and Virtual Reality
According to numerous papers, the use of gamifica-
tion in AR and VR applications yields significant ad-
vantages in terms of comprehension.
According to (Lampropoulos et al., 2022), the in-
tegration of gamification into AR holds promise for
fostering customised and collaborative learning expe-
riences.
On the other hand, in (Agbo et al., 2021) the au-
thors identified gaps in VR applications for Com-
puter Science (CS) education, emphasising the need
for contextualization of VR experiences to align with
CS educational goals and integrate real-world scenar-
ios, thereby enhancing the relevance, understanding,
and engagement of CS learners and preparing them
for practical applications.
In (Nicola et al., 2018) a VR application incor-
porating gamification principles was developed for
learning the Bubble Sort algorithm, significantly im-
proving student engagement and effectiveness in un-
derstanding the sorting technique. According to (Bro-
mana and Mårell-Olssonb, 2018), the primary objec-
tive of gamification is to amplify students’ intrinsic
motivation by providing them with clues, challenges,
and opportunities for progression or "levelling up."
In summary, the strategic use of gamification
within AR and VR applications emerges as a pivotal
approach to enhance comprehension and engagement,
offering students tailored, immersive, and contextu-
ally rich learning experiences in the field of CS edu-
cation.
3 MATERIALS AND METHODS
The process is meticulously orchestrated for a thor-
ough comparative analysis between the booklet, AR,
and VR applications. In the study, details are provided
about the booklet and VR application, while details
about the AR application used for comparison can be
found in (Cinar et al., 2023).
3.1 Purpose and Development of the
Booklet
Initially, a comprehensive booklet was crafted, en-
compassing detailed examples of Python’s collection
data types: lists, tuples, and dictionaries. This booklet
meticulously presented the data types along with their
inputs and corresponding outputs in a lucidly written
format.
The inception of the booklet was driven by a
strategic purpose: to establish a control group for the
user study, distinct from those utilising the AR and
VR applications. This booklet served as a founda-
tional tool, offering a traditional, non-digital method
for comprehending abstract programming concepts.
Its role was pivotal in providing a baseline for com-
parison, ensuring that the study could accurately
gauge the effectiveness and added value of the AR
and VR applications in enhancing understanding of
Python’s collection data types. This comparative ap-
proach was instrumental in assessing the incremen-
tal benefits of immersive technologies in educational
contexts, particularly in the realm of abstract pro-
gramming concepts.
Figures 1 and 2 show some list and tuple data type
examples in the booklet.
Figure 1: An Example of the List Data Type in the Booklet.
A Comparative Study: Augmented and Virtual Reality Applications for Improving Comprehension of Abstract Programming Concepts
541
Figure 2: An Example of the Tuple Data Type in the Book-
let.
3.2 Purpose and Development of the VR
Application
The final phase of development witnessed the evolu-
tion of the AR content into a fully-fledged Virtual Re-
ality (VR) application. Here, the essence of interac-
tion was significantly amplified, allowing users to en-
gage with programming concepts in a highly interac-
tive and spatially contextualised virtual environment.
The purpose of the VR application is to facili-
tate users in enhancing their understanding of the sub-
ject by presenting basic commands and differences in
Python collection data types through 3D objects in a
virtual environment using interactive learning.
Python collection data types were categorised into
four subjects: Lists, Tuples, Dictionaries, and Sets be-
fore the VR application was developed. This categori-
sation was applied to the development process of the
application.
Unity 2021 was employed to develop this appli-
cation. It is a newer version of Unity 2020 and is a
game engine that provides the same functions to its
users with newly added features.
Since the VR application was developed for Ocu-
lus or Meta devices with its new name such as Oculus
or Meta Quest 2, Oculus Integration SDK was used as
a software development kit.
The VR application features several interactive el-
ements to boost user engagement and learning effec-
tiveness. These include:
Hand Interaction for the natural manipulation of
objects, mirroring real-life hand movements, and
enhancing the learning of abstract concepts.
Grab Interaction allows users to physically handle
virtual objects, vital for teaching programming
and data structures.
Ray Interaction uses a virtual ’laser pointer’ for
distant object interaction, aiding in navigating
complex information.
Poke Interaction, simulating finger poking, is
ideal for pressing buttons or handling small items.
Together, these features create an immersive en-
vironment, combining natural interaction, object ma-
nipulation, distant engagement, and simple, effective
interaction with smaller items, all contributing to an
enhanced learning experience in programming con-
cepts.
Accordingly, the necessary configurations were
completed. Every scene includes a panel including
a question about Python collection data types. In ad-
dition, buttons and pins were created to represent el-
ements of the indexes in the questions. Thus, users
can push the buttons or drag the pins with their hands
in the scenes to answer the questions. Using these
kinds of interactive elements, these concepts and no-
tions were thought to be able to be more understand-
able and tangible for users.
In the VR application, each index element is vi-
sualised as a button or pin, as shown in the slicing &
indexing example in Figure 3 with the list index [’a’,
’b’, ’c’, d’, ’e’, ’a’, ’f’]. Users are instructed to list
elements from the third to the fifth, meaning pressing
the buttons representing ’d’ and ’e’.
Figure 3: A Slicing & Indexing Example in the List Data
Type.
When the ’Correct Answer’ toggle is pressed,
"Correct Answer" is displayed on the panel above,
and the correct answer [’d’, ’e’] is shown as in Fig-
ure 4, indicating the buttons ’d’, and ’e’ are pressed.
Figure 4: ’Correct Answer’ of the Slicing & Indexing Ex-
ample.
In the reverse sorting example shown in Figure 5,
the user is presented with a list index [123, 12321,
312, 45435, 35, 345, 1, 1] and asked to arrange the
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
542
elements, represented as pins, in reverse order.
Figure 5: A Reverse Sorting Example in the List Data Type.
When the ’Correct Answer’ toggle is pressed,
"Correct Answer" appears on the panel above and
the user views the correctly arranged index [45435,
12321, 345, 312, 123, 35, 1, 1], as depicted in Figure
6 with pins arranged in the respective order.
Figure 6: ’Correct Answer’ of the Reverse Sorting Exam-
ple.
Thanks to the before-mentioned concept design,
the users can interact with the index elements with
their own hands and get more familiar with how the
data type commands work and what kind of functions
they have.
C# programming language was used to write the
scripts of the VR application through Visual Studio.
The fact that the 3D objects created in the application
could be interactive was ensured in this way.
4 EXPERIMENT
A user study process was carefully organised and
executed to evaluate the performance and user-
friendliness of the VR application developed along
with the booklet and the AR application developed
previously. To conduct this user study, ethical ap-
proval was received from the Engineering and Phys-
ical Sciences Faculty Research Ethics Committee at
Queen’s University Belfast.
4.1 Objective
The main objective of the experiment was to assess
the difference in students’ comprehension of Python
collection data types. To achieve this, Sample Group
1 was tasked with answering a set of questions be-
fore and after using the AR application, while Sam-
ple Group 2 was given the same questions before and
after using the VR application. The control group,
on the other hand, answered the same questions be-
fore and after reading a printed booklet containing the
content covered in the applications.
4.2 Participants
39 people participated in the user study conducted.
All participants were electrical & electronic engineer-
ing students. They were divided into three groups
with an equal number of participants, namely 13 par-
ticipants in the control group, 13 participants in sam-
ple group 1, and 13 participants in sample group 2,
and were categorised as follows:
Control Group. They read the booklet and did
not use the AR or VR applications.
Sample Group 1. They used the AR application.
Sample Group 2. They used the VR application.
4.3 Equipment
The booklet was used by the control group as paper-
based content during the user study.
The AR application was used by sample group 1
on Xiaomi 11 Lite 5G NE with the Android operating
system during the user study.
The VR application developed was used by sam-
ple group 2 on Meta Quest 2 as the VR headset dur-
ing the user study. The Meta Quest 2 HMD (Head-
Mounted Display) is a prominent device in the con-
sumer VR market. It boasts outstanding features such
as a display resolution of 1832 x 1920 per eye, a re-
fresh rate of 90Hz, and 6 degrees of freedom (DOF)
for a truly immersive experience.
4.4 Procedure
Participants who chose to take part were first required
to provide their consent by approving a consent form.
Subsequently, they were divided into three approxi-
mately equal groups: Sample Group 1, Sample Group
2, and the Control Group. All participants provided
their consent before participating in the study.
The pre- and post-tests had 10 questions on
the primary aspects of data types. It included six
A Comparative Study: Augmented and Virtual Reality Applications for Improving Comprehension of Abstract Programming Concepts
543
multiple-choice questions and four true-false ques-
tions. Furthermore, the booklet contained example
commands for the AR and VR applications. The tasks
of the three groups are listed as follows:
Control Group. They completed the pre-test,
then read the booklet, and finally completed the
post-test.
Sample Group 1. They completed the pre-test,
then used the AR application, and finally com-
pleted the post-test.
Sample Group 2. They completed the pre-test,
then used the VR application, and finally com-
pleted the post-test.
5 RESULTS AND DISCUSSION
The literature analysis highlights the scarcity of re-
search on the effects of educational VR and AR ap-
plications on users, particularly in comparison to tra-
ditional learning methods. It also highlights the grow-
ing significance of VR- and AR-enhanced educational
tools.
Notably, the educational technology landscape
has also seen a surge in interest in VR applications
providing immersive and interactive learning experi-
ences that can enrich educational outcomes and en-
gagement. However, similar to AR, there remains
a scarcity of research examining the effects of VR-
based educational applications. This highlights the
importance of further exploration into the influence
of VR and AR technologies in education, given their
evolving roles in shaping the future of learning.
This study introduces the development of a VR
application aimed at enhancing student comprehen-
sion of Python collection data types and presents the
comparison of this VR application with the booklet
and the AR application developed previously. The
VR application offers various options for learning
and leverages the power of immersion and interac-
tion. Additionally, it has been created specifically for
the Meta Quest 2 HMD, while the booklet is used as
printed and the AR application is accessible on smart-
phones and tablets running the Android operating sys-
tem.
To contrast the pre- and post-test scores among the
control group, sample group 1, and sample group 2,
a paired sample t-test was employed as the statisti-
cal method. MATLAB was utilised to generate scat-
ter plots for visualising these comparisons. Notably,
when presenting the t-test results in the tables, most
values were rounded to two decimal places, but the
p-values were presented with greater precision, of-
ten extending to four decimal places after the decimal
point.
5.1 The Control Group (Readers of the
Booklet)
Figure 7 shows the pre- and post-test scores of each
participant in the control group in a scatter plot. In
Figures 7, 8, and 9, if a participant has only one of
the blue or red marks indicating the number of cor-
rect answers they gave, this indicates that the pre- and
post-test scores obtained by a participant are the same.
Figure 7: Scatter Plot of Pre- and Post-Test Scores of the
Control Group.
In Table 1, a t-test was conducted to examine the
achievement levels of the control group by comparing
pre- and post-test scores. The analysis demonstrated
a significant difference between the pre- and post-test
scores, with a p-value of 0.0027, which falls below the
significance threshold of 0.05. The analysis revealed
a significant difference The average score for the pre-
test was recorded as 5.46, while the average score for
the post-test was recorded as 7.31.
Table 1: t-test results between Pre-Test and Post-Test for the
Control Group.
Mean Variance Standard P
Deviation
Pre-test 5.46 4.6 2.15 0.0027
Post-test 7.31 1.56 1.25
5.2 Sample Group 1 (Users of the AR
Application)
Figure 8 shows the pre- and post-test scores of each
participant in sample group 1 in a scatter plot.
In Table 2, a t-test was conducted to examine the
achievement levels of sample group 1 by comparing
pre- and post-test scores. The analysis demonstrated
a significant difference between the pre- and post-test
scores, with a p-value of 0.0004, which falls below
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
544
Figure 8: Scatter Plot of Pre- and Post-Test Scores of Sam-
ple Group 1.
the significance threshold of 0.05. The average score
for the pre-test was recorded as 6, while the average
score for the post-test was recorded as 8.23.
Table 2: t-Test results between Pre-Test and Post-Test for
Sample Group 1.
Mean Variance Standard P
Deviation
Pre-test 6 2.5 1.58 0.0004
Post-test 8.23 2.53 1.59
5.3 Sample Group 2 (Users of the VR
Application)
Figure 9 shows the pre- and post-test scores of each
participant in sample group 2 in a scatter plot.
Figure 9: Scatter Plot of Pre- and Post-Test Scores of Sam-
ple Group 2.
In Table 3, a t-test was conducted to examine the
achievement levels of sample group 2 by comparing
pre- and post-test scores. The analysis demonstrated
a significant difference between the pre- and post-test
scores, with a p-value of 0.0001, which falls below the
significance threshold of 0.05. The average score for
the pre-test was recorded as 5.85, while the average
score for the post-test was recorded as 8.92.
Table 3: t-Test results between Pre-Test and Post-Test for
Sample Group 2.
Mean Variance Standard P
Deviation
Pre-test 5.85 2.81 1.68 0.0001
Post-test 8.92 0.91 0.95
5.4 System Usability Scales
Two different system usability scales were prepared
to get feedback from the participants in the user study
and to make qualitative analyses about the booklet
and the AR and VR applications developed. The first
one was presented to the control group (readers of
the booklet) because it was paper-based content. The
second one was presented to sample groups 1 and 2
(users of the AR and VR applications, respectively)
because the applications were used through certain
devices.
The statements for the control group and sam-
ple groups 1 and 2, along with their corresponding
numbers, are given in Tables 4 and 5, respectively.
Bar charts depicting the opinions of the control group
and sample groups 1 and 2 about the applications are
given in Figures 10 and 11, respectively.
Table 4: Statements in the System Usability Scale for the
Control Group.
Statements Number
I think I would like to use this booklet frequently. 1
I found the booklet unnecessarily complex. 2
I thought the booklet was easy to read. 3
I think that I would need the support of a technical person to be able to read this booklet. 4
I found the various functions in this booklet were well-integrated. 5
I thought there was too much inconsistency in this booklet. 6
I would imagine that most people would learn very quickly by reading this booklet. 7
I found the booklet very cumbersome to read. 8
I felt very confident reading the booklet. 9
I needed to learn a lot of things before I read this booklet. 10
Figure 10: System Usability Analysis for the Control
Group.
A Comparative Study: Augmented and Virtual Reality Applications for Improving Comprehension of Abstract Programming Concepts
545
Table 5: Statements in the System Usability Scale for Sam-
ple Groups 1 and 2.
Statements Number
I think I would like to use this application frequently. 1
I found the application unnecessarily complex. 2
I thought the application was easy to use. 3
I think that I would need the support of a technical person to be able to use this application. 4
I found the various functions in this application were well-integrated. 5
I thought there was too much inconsistency in this application. 6
I would imagine that most people would learn to use this application very quickly. 7
I found the application very cumbersome to use. 8
I felt very confident using the application. 9
I needed to learn a lot of things before I could get going with this tool. 10
Figure 11: System Usability Analysis for Sample Groups 1
and 2.
6 CONCLUSION
In recent times, it has been observed, in the context
of physics terminology, that AR and VR have con-
verted their potential energy into kinetic energy in
education, particularly in engineering education, and
the projected development of these technologies is ex-
pected to accelerate exponentially. Such technologies
provide users with an entirely new experience through
the elements of immersion and interaction.
Firstly, the tests and analyses conducted demon-
strated that both sample group 1 (users of the AR ap-
plication) and sample group 2 (users of the VR ap-
plication) showed a statistically significant improve-
ment in comprehension from the pre-test to the post-
test (2.23 and 3.07, respectively, p < 0.05). Thus, hy-
pothesis 1 (H1) was confirmed.
Secondly, it was concluded that the rate of com-
prehension improvement from the pre-test to the post-
test was greater in sample group 2 (3.07) compared to
sample group 1 (2.23). Thus, hypothesis 2 (H2) was
confirmed.
Thirdly, it was suggested that the rate of compre-
hension improvement from the pre-test to the post-test
was greater in both sample group 1 (2.23) and sample
group 2 (3.07) compared to the control group (readers
of the booklet) (1.85). Thus, hypothesis 3 (H3) was
confirmed.
These findings finally conclude that VR and AR
applications are more effective than conventional
methods in enhancing learning comprehension, with
VR showing the most substantial impact.
Following the analysis of system usability for the
control group, it was determined that 84.62% of this
group expressed a favorable inclination towards fre-
quent utilisation of the booklet. Moreover, 92.31% of
the group did not perceive the booklet as excessively
intricate. Furthermore, 76.92% of respondents in the
group regarded the booklet as user-friendly. An ad-
ditional noteworthy finding was that 84.62% of the
group did not deem it necessary to seek technical as-
sistance to operate the booklet effectively.
In the assessment of functional integration for the
control group, 84.62% of the group reported a high
degree of coherence in the various functions within
the booklet. Additionally, a unanimous consensus
was reached, with 100% of the participants in the
control group concurring that there was no significant
inconsistency in the booklet. Furthermore, 69.23%
of the group expressed a belief that most individuals
would quickly acquire proficiency in using the book-
let.
In terms of usability challenges for the control
group, 100% of the group did not think that there were
significant issues regarding the cumbersome nature of
the booklet. As for user confidence, 84.62% of indi-
viduals in the control group reported a high level of
self-assurance in their ability to navigate and utilise
the booklet. Moreover, it was revealed that 84.62% of
the group did not perceive a substantial requirement
for extensive learning before initiating the use of the
booklet.
Following the analysis of system usability for
sample groups 1 and 2, it was determined that 76.92%
of sample groups 1 and 2 expressed a favorable incli-
nation towards frequent utilisation of the applications.
Moreover, 76.92% of sample group 1 and 84.62% of
sample group 2 did not perceive the applications as
excessively intricate. Furthermore, 84.62% of respon-
dents in sample group 1 and 69.23% of respondents
in sample group 2 regarded the applications as user-
friendly. An additional noteworthy finding was that
100% of individuals in sample groups 1 and 2 did not
deem it necessary to seek technical assistance to op-
erate the applications effectively.
In the assessment of functional integration for
sample groups 1 and 2, 84.62% of sample group 1
and 100% of sample group 2 reported a high degree
of coherence in the various functions within the ap-
plications. Additionally, a unanimous consensus was
reached, with 100% of participants in sample groups
1 and 2 concurring that there was no significant incon-
sistency in the applications. Furthermore, the major-
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
546
ity of respondents, specifically 100% of sample group
1 and 92.31% of sample group 2, expressed a be-
lief that most individuals would quickly acquire pro-
ficiency in using the applications.
In terms of usability challenges for sample groups
1 and 2, 84.62% of sample groups 1 and 2 did not
think that there were significant issues regarding the
cumbersome nature of the applications. As for user
confidence, 92.31% of individuals in sample group 1
and 84.62% of individuals in sample group 2 reported
a high level of self-assurance in their ability to nav-
igate and utilise the applications. Moreover, it was
revealed that 84.62% of participants in sample group
1 and 100% of participants in sample group 2 did not
perceive a substantial requirement for extensive learn-
ing before initiating the use of the applications.
7 LIMITATIONS
The primary limitation of this study is the sample size.
Our user study involved a total of 39 participants, with
each teaching environment (booklet, AR, VR) being
tested by 13 participants. While this provided initial
insights into the comparative effectiveness of these
methods, the small sample size limits the generalis-
ability of our findings. A larger participant pool could
offer a more comprehensive understanding of the ef-
fectiveness of these educational tools across different
learning styles.
8 FUTURE WORK
In response to the limitations and to further our re-
search, we plan to expand the scale of the study. Fu-
ture work will involve increasing the number of par-
ticipants to enhance the reliability and validity of our
results. By involving a larger group of learners, we
aim to obtain more robust data that can offer deeper
insights into the effectiveness of VR and AR in edu-
cational settings.
Additionally, we plan to enhance the VR applica-
tion by integrating more interactive agents and per-
sonalised learning elements. This development aims
to create a more engaging and adaptive learning en-
vironment, catering to individual learning needs and
styles. We anticipate that these improvements will not
only make the VR experience more immersive and in-
teractive but also contribute to a more nuanced under-
standing of how personalised and interactive elements
in VR can enhance the learning of abstract program-
ming concepts.
Through these enhancements, we aim to address
the current limitations and significantly contribute to
this evolving field, particularly in the context of teach-
ing complex and abstract subjects like programming.
ACKNOWLEDGEMENTS
The authors thank those who participated in the user
study for their time and Dr Michael Cregan, Dr
Giuseppe Trombino, and Dr Reza Rafiee for their help
in finding the participants. The first author is funded
by Türkiye Ministry of National Education.
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