iThinkSmart: Immersive Virtual Reality Mini Games to Facilitate
Students’ Computational Thinking Skills
Friday Joseph Agbo*
School of Computing, University of Eastern Finland,
Joensuu, Finland
friday.agbo@uef.f
Solomon Sunday Oyelere
Department of Computer Science, Electrical and Space
Engineering, Luleå University of Technology, Sweden
solomon.oyelere@ltu.se
Jarkko Suhonen
School of Computing, University of Eastern Finland,
Joensuu, Finland
jarkko.suhonen@uef.f
Markku Tukiainen
School of Computing, University of Eastern Finland,
Joensuu, Finland
markku.tukiainen@uef.f
ABSTRACT
This paper presents iThinkSmart, an immersive virtual reality-based
application to facilitate the learning of computational thinking (CT)
concepts. The tool was developed to supplement the traditional
teaching and learning of CT by integrating three virtual mini games,
namely, River Crossing, Tower of Hanoi, and Mount Patti treasure
hunt, to foster immersion, interaction, engagement, and person-
alization for an enhanced learning experience. iThinkSmart mini
games can be played on a smartphone with a Goggle Cardboard
and hand controller. This frst prototype of the game accesses play-
ers’ competency of CT and renders feedback based on learning
progress.
CCS CONCEPTS
· ; · Human-centered computing → Visualization; Visualization
design and evaluation methods; · General and reference → Cross-
computing tools and techniques; Design;
KEYWORDS
Computational thinking, Computing education, iThinkSmart, Im-
mersive virtual reality, game-based learning, VR, HMD
ACM Reference Format:
Friday Joseph Agbo*, Solomon Sunday Oyelere, Jarkko Suhonen,
and Markku Tukiainen. 2021. iThinkSmart: Immersive Virtual Reality Mini
Games to Facilitate Students’ Computational Thinking Skills. In 21st Koli
Calling International Conference on Computing Education Research (Koli Call-
ing ’21), November 18–21, 2021, Joensuu, Finland. ACM, New York, NY, USA,
3 pages. https://doi.org/10.1145/3488042.3489963
1 INTRODUCTION
The proliferation of immersive virtual reality (IVR) applications
to facilitate learning and teaching is increasingly gaining ground
nowadays [1]. IVR application provides a perception of being phys-
ically present in a virtual world, tricking the brain to have the sense
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Koli Calling ’21, November 18–21, 2021, Joensuu, Finland
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ACM ISBN 978-1-4503-8488-9/21/11.
https://doi.org/10.1145/3488042.3489963
of real-world experience. Computational thinking (CT) generally
refers to the thought process involved in solving problems that are
replete in human daily life [2ś4]. CT concepts covers numerous
aspects, which include problem decomposition, problem abstrac-
tion, algorithmic thinking, pattern recognition, recursion, and more.
These topics are often taught superfcially within a context that may
remain abstract and difcult for learners to comprehend. To visual-
ize these concepts of CT, this study developed an IVR application
embedded with expedition and mini games to trigger learner’s moti-
vation, engagement, and immersive experience [12], while gaining
knowledge to improve on problem-solving skills. Aside from visual-
izing the teaching and learning of CT concepts, many previous tools
to facilitate CT rarely can produce quantifable evidence of students’
learning outcomes during the gameplay [5][6], a gap which this
study tries to fll. This study is a step towards the augmentation of
technology-enhanced learning to supplement the traditional teach-
ing of concepts that are often difcult to comprehend by novice
students in programming classes.
2 RELATED WORK
Recently, several studies have developed IVR applications to fa-
cilitate education including CT skills, which presents a positive
future for the maturing feld of virtual environments for learning
and teaching at all levels of education [10]. For example, Segura
et al. [5] developed IVR application called VR-OCKS to teach stu-
dents basic concepts of programming through block-based. Kim
et al. [9] developed IVR application called GardenVR to support
vocational students’ design thinking skills. Hooshyar et al. [6] de-
veloped an adaptive digital computer game to facilitate CT through
personalized features such as visualized hints, feedbacks, and tuto-
rials. Bouali et al. [8] demonstrated the teaching of object-oriented
programming (OOP) concepts through visualization within a 3D
game-based virtual reality application (Imikode). Malizia et al. [13]
developed a virtual reality game - TAPASPlay ś to facilitate CT skills
such as problem abstraction and decomposition. An experiment
with students using TAPASPlay shows that game-based approach
can foster CT and collaborative learning [14]. All these studies show
the opportunity of deploying immersive virtual reality games in
teaching and learning.