Research in this study investigated the impact of CAVE (Cave Automatic Virtual Environment) virtual reality systems on developing computational thinking skills in engineering students. Using a quasi-experimental design, 37 students were divided into control (17) and experimental (20) groups. This research focused on five key components: Creative Thinking, Algorithmic Thinking, Cooperative Thinking, Critical Thinking, and Problem Solving. Both groups were given a pre-test and post-test assessments using the modified (Korkmaz et al, 2017) Computational Thinking Scale developed by (Ojajuni, 2024). The experimental group engaged with VR-based modules in a CAVE environment, while the control group received traditional instruction. Data analysis included reliability testing, normality tests, and a within-group and between-group comparisons.
Despite low internal consistency in the measurement tool and lack of statistically significant changes (p > 0.05), the results revealed promising trends in the experimental group. Effect size calculations indicated small to medium positive effects in Algorithmic Thinking (Cohen's d = 0.538) and Problem Solving (Cohen's d = 0.557). Creative Thinking and Cooperative Thinking showed small positive effects, while Critical Thinking remained largely unaffected. These findings suggest that CAVE virtual reality environments have the potential for enhancing computational thinking skills in engineering education, particularly in algorithmic thinking and problem-solving. The immersive nature of CAVE systems appeared to facilitate deeper engagement with complex concepts, making abstract ideas more tangible and accessible.
Because of the study’s small sample size and low internal consistency in the assessment tool, the research team concluded that further research is needed to bring a deeper understanding to the impact of knowledge acquisition in a CAVE on engineering students CT skills level. The results of this research have significant implications for engineering education, suggesting that integrating VR technologies could lead to more dynamic and enhanced engineering curriculums. While promising, the variability in critical thinking scores indicates that further refinement of VR content may be necessary to effectively target all aspects of computational thinking.
Research in this study is supported by NSF Project #1915520: Enhancing Additive Manufacturing Education with Virtual Reality and Cybersecurity.
The full paper will be available to logged in and registered conference attendees once the conference starts on June 22, 2025, and to all visitors after the conference ends on June 25, 2025