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Development of a Virtual Reality Based Learning Platform for Computer Programming Education

 

Table Of Contents


Chapter ONE

: Introduction 1.1 Introduction
1.2 Background of Study
1.3 Problem Statement
1.4 Objectives of Study
1.5 Limitations of Study
1.6 Scope of Study
1.7 Significance of Study
1.8 Structure of the Thesis
1.9 Definition of Terms

Chapter TWO

: Literature Review 2.1 Overview of Computer Programming Education
2.2 Importance of Virtual Reality in Education
2.3 Previous Studies on Virtual Reality Learning Platforms
2.4 Learning Theories in Computer Education
2.5 Technology Integration in Education
2.6 Advantages and Challenges of Virtual Reality in Education
2.7 Pedagogical Approaches in Programming Education
2.8 Virtual Reality Development Tools
2.9 Gamification in Education
2.10 Adaptive Learning Systems

Chapter THREE

: Research Methodology 3.1 Research Design
3.2 Population and Sampling
3.3 Data Collection Methods
3.4 Data Analysis Techniques
3.5 Ethical Considerations
3.6 Pilot Study
3.7 Instrumentation
3.8 Validity and Reliability

Chapter FOUR

: Discussion of Findings 4.1 Analysis of Data
4.2 Comparison with Literature
4.3 Interpretation of Results
4.4 Implications of Findings
4.5 Recommendations for Practice
4.6 Suggestions for Future Research
4.7 Limitations of the Study
4.8 Conclusion

Chapter FIVE

: Conclusion and Summary 5.1 Summary of Findings
5.2 Conclusion
5.3 Contributions to the Field
5.4 Reflections on the Study
5.5 Recommendations for Further Action
5.6 Conclusion Statement

Thesis Abstract

Abstract
This thesis presents the development of a Virtual Reality Based Learning Platform (VRBLP) tailored for Computer Programming Education. The use of Virtual Reality (VR) technology in education has gained significant attention in recent years due to its potential to enhance learning experiences and improve knowledge retention. The project aims to leverage the immersive and interactive nature of VR to create a novel educational platform that provides students with a more engaging and effective way to learn computer programming concepts. Chapter One introduces the research topic, provides background information on the use of VR in education, outlines the problem statement, objectives, limitations, scope, significance of the study, and the structure of the thesis. The chapter also includes definitions of key terms related to the project. Chapter Two presents a comprehensive literature review that covers ten key aspects related to Virtual Reality in education, Computer Programming Education, and existing VR-based learning platforms. The review synthesizes current research findings, identifies gaps in the literature, and establishes the theoretical foundation for the study. Chapter Three details the research methodology employed in the development of the VRBLP. It includes sections on research design, data collection methods, participant selection criteria, VR platform selection, software development tools, content creation process, testing procedures, and data analysis techniques. The chapter outlines the steps taken to design and implement the VRBLP, ensuring its usability, effectiveness, and educational value. Chapter Four presents an in-depth discussion of the findings obtained from the development and testing of the VRBLP. The chapter highlights the features and functionalities of the platform, assesses its impact on student learning outcomes, and discusses the implications of using VR technology in Computer Programming Education. The findings are analyzed in relation to the project objectives and existing literature, providing insights into the effectiveness of VR-based learning environments. Chapter Five concludes the thesis by summarizing the key findings, discussing the contributions of the study to the field of Computer Programming Education and Virtual Reality in education, and outlining recommendations for future research and development. The chapter reflects on the challenges faced during the project and discusses potential areas for improvement in the VRBLP. Overall, the thesis demonstrates the potential of Virtual Reality technology to enhance computer programming education and offers valuable insights for educators, researchers, and developers interested in leveraging VR for educational purposes. Keywords Virtual Reality, Computer Programming Education, Learning Platform, Technology-enhanced Learning, Educational Technology.

Thesis Overview

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