
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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