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

 

Table Of Contents


Chapter 1

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

Chapter 2

: Literature Review 2.1 Introduction to Literature Review
2.2 Theoretical Framework
2.3 Historical Overview
2.4 Related Studies
2.5 Current Trends
2.6 Gaps in the Literature
2.7 Conceptual Framework
2.8 Summary of Literature Reviewed
2.9 Research Gaps
2.10 Theoretical and Practical Implications

Chapter 3

: Research Methodology 3.1 Introduction to Research Methodology
3.2 Research Design
3.3 Sampling Technique
3.4 Data Collection Methods
3.5 Data Analysis Techniques
3.6 Research Instruments
3.7 Ethical Considerations
3.8 Data Validity and Reliability

Chapter 4

: Discussion of Findings 4.1 Introduction to Findings
4.2 Presentation of Data
4.3 Analysis of Data
4.4 Comparison with Literature
4.5 Interpretation of Results
4.6 Discussion of Key Findings
4.7 Implications of Findings
4.8 Recommendations for Practice

Chapter 5

: Conclusion and Summary 5.1 Summary of Findings
5.2 Conclusion
5.3 Contributions to Knowledge
5.4 Limitations of the Study
5.5 Recommendations for Future Research
5.6 Conclusion Statement

Thesis Abstract

Abstract
The integration of virtual reality (VR) technology into educational settings has shown promise in enhancing learning experiences. This thesis presents the development and evaluation of a Virtual Reality-Based Learning Platform (VRLP) specifically designed for computer programming education. The aim of this study is to investigate the effectiveness and impact of utilizing VR technology in teaching computer programming concepts to students. Chapter One introduces the research topic, providing the background of the study, problem statement, objectives, limitations, scope, significance, and structure of the thesis. It also includes the definition of key terms relevant to the study. Chapter Two conducts a comprehensive literature review, exploring ten key areas related to virtual reality in education, computer programming education, and the integration of technology in teaching and learning processes. Chapter Three details the research methodology employed in this study, including research design, data collection methods, sampling techniques, data analysis procedures, and ethical considerations. It also discusses the development process of the VRLP. Chapter Four presents a thorough discussion of the findings derived from the evaluation of the VRLP in computer programming education. This chapter analyzes the effectiveness of the VRLP in enhancing student learning outcomes, engagement, and motivation. Chapter Five provides a conclusion and summary of the project thesis, highlighting the key findings, implications, limitations, and future research directions. The study concludes by emphasizing the potential of VR technology in transforming computer programming education and improving student learning experiences. In conclusion, this thesis contributes to the existing body of knowledge by demonstrating the feasibility and effectiveness of a Virtual Reality-Based Learning Platform for computer programming education. The findings suggest that integrating VR technology into educational settings can enhance student engagement, learning outcomes, and overall educational experiences. This research serves as a foundation for further exploration and implementation of VR technology in computer programming education, paving the way for innovative and immersive learning environments.

Thesis Overview

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