=Paper= {{Paper |id=Vol-3691/paper58 |storemode=property |title=Design of a VR Application Based on Cognitive Load Human Movement Effect to Aid Basic Programming |pdfUrl=https://ceur-ws.org/Vol-3691/paper58.pdf |volume=Vol-3691 |authors=Carlos A. Arévalo Mercado,Jorge A. Muro Rangel,Estela Lizbeth Muñoz Andrade |dblpUrl=https://dblp.org/rec/conf/cisetc/MercadoRA23 }} ==Design of a VR Application Based on Cognitive Load Human Movement Effect to Aid Basic Programming== https://ceur-ws.org/Vol-3691/paper58.pdf
                         Design of a VR Application Based on Cognitive Load
                         Human Movement Effect to Aid Basic Programming
                           Carlos A. Arévalo Mercado1, Jorge A. Muro Rangel 1 and Estela Lizbeth Muñoz Andrade 1
                         1,2,3 Autonomous University of Aguascalientes (UAA), Av. Universidad #940, Ciudad Universitaria, Aguascalientes, México



                                                                Abstract
                                                                The increasing need to train capable software developers from universities to the IT industry, and the
                                                                inherent complexity of learning programming, drives the exploration of new learning methods to aid
                                                                novice students. Many variations of VR applications have been reported in this context, using multiple
                                                                designed principles such as metaphors, puzzle solving and visualization. The confluence of cognitive
                                                                psychology, brain structure biology and Virtual Reality is a promising area of research. In this study, a
                                                                VR application to help students solve pseudocode exercises was designed, developed, and refined using
                                                                human movement effect and completion problem effect as instructional guidelines from cognitive load
                                                                theory, which have shown through empirical research to be an effective learning strategy. A user
                                                                experience questionnaire (UEQ) was applied to first year computing students to refine a first prototype.
                                                                A second version was developed using the feedback of UEQ which indicated a need for better
                                                                dependability, better efficiency, and a better novelty factor.

                                                                Keywords
                                                                Programming, Virtual Reality, Cognitive Load Theory, Human Movement Effect, Completion Effect.


                         1. Introduction.
                         The increasing use of information technologies in personal, commercial, and educational spheres
                         in modern societies has led to an increase in the demand for software developers, so the ability
                         to write code in programming languages has become key. for the economic and social
                         development of regions and countries. However, the software industry is in constant shortage of
                         qualified programmers to develop these technologies [1].
                            In university programs, developing a programming logic is one of the first skills that new
                         students in careers related to computer science must acquire. But these tend to be difficult for
                         new students, due to the barrier represented by the process of acquiring problem-solving
                         strategies, the creation of relevant mental models, programming language syntax, the
                         development of algorithmic thinking and even emotional barriers derived from previous
                         experiences [2]–[4] among other factors reported in literature. This inherent difficulty has led to
                         global passing percentages of introductory programming courses to be slightly higher than 60%
                         [5], [6], which suggests the need to increase motivation and reduce the perception of difficulty of
                         subjects related to programming [6].
                            In this study, we propose a Virtual Reality application to aid programming instructors with
                         pseudocode exercises that can be solved using human movement principles, using motion
                         controllers. The design used instructional design guidelines taken from cognitive load theory,
                         specifically, the completion problem effect and the human movement effect. The application was
                         tested for user experience and later refined and is yet to be tested for learning effectiveness.




                         CISETC 2023: International Congress on Education and Technology in Sciences 2023, December 04–06, 2023,
                         Zacatecas, Mexico
                            carlos.arevalo@edu.uaa.mx (C. Arevalo); al289298@ed.uaa.mx (J. Muro); lizbeth.munoz@edu.uaa.mx
                            0000-0002-8349-7985 (C. Arevalo); 0000-0003-4182-5044 (E. Muñoz); (J. Muro) 009-0006-3315-3179
                                                           © 2023 Copyright for this paper by its authors.
                                                           Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
                                                           CEUR Workshop Proceedings (CEUR-WS.org)
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2. State of the Art.
    2.1. Virtual Reality
   The concept of Virtual Reality (VR) can be defined as a 3-dimensional computer-generated
simulation of images or environments where you can interact visually and physically using
specialized [7]electronic equipment.
VR technology has gone through several commercial waves, where it has not been until the last
decade with advances in sensors, processors, and cameras, that commercial VR equipment
became accessible to the home and educational consumer. and in which devices with HMD (Head
Mounted Displays) already provide an experience with a high degree of [8] immersion.

    2.2. Virtual reality as an aid for teaching programming
   Code visualization and visual metaphors [9] have been used as a starting point for the
development of VR-based support tools for learning programming, translating abstract concepts
into immersive and interactive environments.
    For example, [10] proposed a programming environment, called ‘Cubely’, based on the
popular game MineCraft where the participant must solve programming problems by assembling
the answer using cubes, which have the instructions of the program. and where the interaction
occurs in the assembly of puzzles.
    It is reported that interaction with virtual reality helps release the cognitive load by making
the [11] student understand programming concepts faster, through code analysis in two
simultaneous spaces: a computer panel and a space for action. The user navigates the code from
start to finish in the panel while observing changes in the environment and performing actions
on variable objects in the action space. The code generation option displays a joint window for
the user to relate their actions to the resulting code.
    A virtual reality application is reported for the visualization, navigation, and transmission of
information of code structures in an immersive and interactive way to support the cognitive,
exploratory, analytical and descriptive processes of code, through a VR based prototype [12]
called FlyThruCode (VR-FTC). The objective of this prototype is to help developers have a better
visualization of code structures and encourage compression processes.

    2.3. Cognitive load theory.
    Cognitive Load Theory (CLT) takes as reference the human cognitive architecture [13], which
has two types of memories: working memory and long-term memory. The first is limited in terms
of the number of discrete elements that it can process and store simultaneously and the second
is unlimited in terms of storage capacity. It is postulated that learning takes place when the so-
called ‘schemas’ are created, organized, and stored in long-term memory, which are cognitive
constructs that allow multiple elements to be organized as a single block and that automate the
processing of large amounts of information. information without using additional short-term
memory resources. The concept of schema was described in the seminal works of Frederic
Bartlett and Jean Piaget [14], [15].
    The central part of CLT describes that during learning, short-term memory is subject to three
types of “cognitive load”: intrinsic cognitive load, related to the inherent complexity of the topic
being studied, extrinsic cognitive load, related to the teaching material and used instructional
procedures, and the germane cognitive load, related to the mental effort required to build
connections between new information and existing knowledge in long-term memory. It is the
latter that is directly related to learning and facilitates the acquisition of new knowledge and
skills, through constant and conscious practice that encourages the automation of schemes.
    CLT describes a series of ‘effects’ [16] that allow learning to be optimized according to the
characteristics of the topic to be studied and that are guidelines and guides to reduce the student's
cognitive load. In the context of teaching programming, the most reported effects with positive
empirical evidence are the “worked example” and the “completion problem” effects [17]. To date,
17 effects of the theory have been identified.

   2.4. Human Movement Effect.

   One of the recent and least explored effects of CLT is the one called “human movement effect”
[18] which refers to the way the human brain processes physical gestures and movement for
learning. It takes elements from [19] where it is stated that the human brain possesses primary
biological knowledge which can be learned, but not taught because it is genetically included, such
as face and pattern recognition, and “mirror neuron” reflexes. Oppositely, secondary biological
knowledge can be learned and taught, as is the case of knowledge acquired in schools and cultural
surroundings.
   The human movement effect involves the use of bodily movements, gestures, or physical
actions to reduce cognitive load, based on the principle that incorporating physical movements
can reduce cognitive load in working memory [20]. Even animations or videos that explicitly
include human movements can make use of this effect.
The human movement effect in combination with VR has been studied in other educational
settings, such as surgical training [21], [22] with positive learning outcomes. Studies in the
context of teaching programming that use movement, but without reference to the cognitive load
theory, [23]report positive results in the motivation of the participants.
   As such, CLT in particular [16], [24], and the human movement effect, can provide guidelines
for the design of immersive prototypes for complex learning domains such as programming,
mathematics, statistics, and engineering.
   On the other hand, it has also been reported that a good part of the studies associated with VR
and education are conducted in laboratories and few include formal tests to improve their
usability and learning effectiveness, leaving many of them in prototypes or first versions [25].
   Thus, the objective of this study is to design, test and refine a VR-based application to support
the teaching of basic programming through problem-solving strategies, which has elements of
the effect of human movement and the completion problem effect. It is worth mentioning that the
version described in this article is a second iteration, with cognitive load and learning
measurement tests pending.

3. Development.
A pilot version (see Error! Reference source not found.) was developed as a proof of concept
in which multiple choice problems were presented to the user in an immersive environment in a
' Canvas ' type object and where interaction with the problems was carried out by through a point-
and-select interface.
                     Figure 1. Classroom and problem solving on a blackboard



   The VR environment was developed in Unity using an XR plugin (see Error! Reference source
not found.) that works regardless of the device the user uses and is a package of libraries and
scripts. The objects used from this library and in Unity are called 'Sockets', ' Prefabs ' and 'Scripts'.
The 'sockets' determine the behavior of objects in the environment and with other objects. The '
Prefabs ' are predefined 3D models to create the environment and the 'Scripts' are the part that
can be programmed by the developers.
   The camera refers to how it would behave within the environment as an object with respect
to the player's point of view. The ‘Canvas’ and the environment set (Environment, Operation
Room) contained the elements that the user can view and interact with.
                The ‘Canvas’ object that displays the basic programming exercises is based on the ‘Completion Problem
                Effect’ [16], [26], [27] of Cognitive Load Theory. This effect happens when the instructional designer
                replaces conventional tasks with ‘completion tasks’ that provide learners with a partial solution they
                must complete. The use of the effect has consistently reported positive empirical results in skill transfer
                and reduction of cognitive load in students. In this case, the partial solution is provided in Spanish
                pseudocode format that needed to be completed in selected parts to implement the completion effect.
                For example (see

   Figure 2), in the prototype, a fragment of pseudocode shown was:

                Segun __ hacer
                Caso 1:
                       Si ( __ y ___ ) >= 8.8) entonces
                              Escribir __ , “ “, __ , ___, “Aceptado”;
                Caso __:
                       Si sem > 6 y __ ) entonces
                              Escribir ____
                Caso __ : Caso __:
                       Si __ y __ entonces
                              Escribir __ , “ “, __ , ___, “Rechazado”;
                De otro modo:
                       Escribir “Opción Incorrecta”;


                Figure 2. Example pseudocode in Spanish pseudocode completion format

Previous training in the classroom -via traditional lectures- provides the basic concepts and
syntax of control structures, and the VR application is expected to provide subsequent training
and complementary practice. The examples in completion form were kept in the refined version
although with better interactivity and user experience (see section 4.1).

4. Results
The user experience of the first version of the application was evaluated with the UEQ
questionnaire [28]. This instrument contains six rating scales: attraction, perspicuity, efficiency,
dependability, stimulation and novelty, measured on a 1-7 Likert scale of 26 items. For the
analysis of the results, the order of the positive and negative terms of an item are randomized. By
dimension, half of the items begin with the positive term and the other half with the negative. For
analysis, the results are transformed from the 7-point Likert scale to a range of -3 to +3. +3
represents the most positive value and -3 the most negative.
   To evaluate the user experience, 12 students from first year of Intelligent Computing
Engineering program participated, with previous experience with video games, but without
experience in VR applications, with the following results (see Table 1 and Figure 3). They were
asked to solve three basic pseudocode tests in the canvas, that corresponded to three levels of
difficulty. At the end of the test, the participants filled the UEQ instrument to measure their
perception of the experience.

                      Table 1. User experience measurement results with UEQ

                                      UEQ Scales (Mean and Variance)
                              Attraction                     2,426                     0.20
                              Perspicuity                    1,583                     0.39
                              Efficiency                     1,639                     0.30
                              Dependability                  1,583                     0.81
                              Stimulation                    1,389                     1.61
                              Novelty                        2,056                     0.75


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                           Figure 3. Means and variances graph of the UEQ test.



The lowest rated category by the participants was ‘stimulation’, which measures whether using
the product is interesting, exciting, and motivating. The ratings were also lower in the categories
of dependability (the product is easy to understand, clear, simple, and easy to learn) and efficiency
(tasks can be carried out with the product can be carried out quickly and easily, the user interface
looks organized). The scale with the highest rating was attraction which describes whether ‘The
product looks attractive, pleasant and friendly’. The ‘novelty’ category (which indicates whether
the product is innovative, inventive and has a creative design) also had a high rating. It was
observed that none of the 6 scales had negative results.
    The UEQ instrument allows additional analysis by grouping the 6 categories into 3 general
categories called pragmatic quality (Controllability, Efficiency, Reliability) and hedonic quality
(Stimulation, Originality). Pragmatic quality describes the quality aspects related to the task and
hedonic quality the quality aspects not related to the task (see Table 2). To do this, the average
of the aspects of pragmatic and hedonic quality is calculated, contrasted with the most highly
evaluated category (attraction).

Table 2. Pragmatic and Hedonic quality results

                                        Pragmatic and Hedonic Quality
                                    Attraction                       2.43
                                Pragmatic Quality                1.60
                                Hedonic Quality                  1.72



In this way, the pragmatic aspect which was the one with the lowest average (although within the
positive range) would be improved by incorporating feedback to the participants about the
correct or incorrect options within the exercise, as seen in the next section.

   4.1. Refined protype with gestures.

   A second version was designed also using the Unity platform with the 'XR Plugin', 'Sockets'
and 'Scripts' components, but with emphasis on addressing the areas of improvement given by
the results of the user experience test and the improvement in the aspects of gestures and human
movement to align with the theory (see Figure 4).
   Thus, gestures were incorporated to manipulate the options to fill in the blank spaces of the
exercises to be completed, imitating grabbing and holding cubes that are inserted into spaces on
a virtual whiteboard. This functionality was achieved through 'Prefab' models assigned to
‘RightController’ and ‘LeftController’ objects, in turn associated with the Oculus Quest controls to
detect movement and gestures. Hand movement when pressing buttons and other interactions is
an included as a default animation.
   A ‘verify’ option provided feedback on whether the cubes were placed correctly and to address
the pragmatic aspect identified in the results.




                      Figure 4. Improved VR application incorporating gestures




5. Conclusions
The results of the first prototype indicated that users found it attractive and novel (highest
average and lowest variance) but and in contrast, they also rated it as not very ‘stimulating’ and
‘controllable’ (lowest average and greater variance). These results were interpreted as the
perception of novelty quickly dissipating once the user became accustomed to the virtual
classroom environment.
   The low ‘dependability’ may correspond to the use of wireless controls in VR that in this
version required the user to ‘point and shoot’ the multiple options of the exercise, which suggests
improvements in the interaction aspects with objects of the virtual room. The results also
suggested improvements in the ‘stimulating’ category, which was achieved by including greater
variability in the objects of the VR environment adding more elements to interact with the
exercise.
   Finally, it must be stated that design guidelines of CLT to incorporate the human movement
effect are of heuristic nature. It can be inferred that using it in combination with other cognitive
theories such as multimedia learning theory and dual coding theory [29], [30] could provide for
a more specific framework. Currently there is work in this direction by several researchers of the
cognitive load community [18].

6. Limitations and future work
The presented learning application is a work in progress. In this context, we report that an
extensive learning curve and development life cycle of VR software is a limitation to researchers
interested in exploring the possible benefits of VR technology, where knowledge about
development environments, imply the use of objects and complex calibrations with the selected
proprietary VR devices. These extensive UI development and refinement cycles are typically not
ideal for learning testing. In addition, it is necessary to have computers with sufficient
computational power and video resources for processing. In addition, the short obsolescence
cycle of commercial VR devices is also another limitation in terms of cost.
   The current refined version of the software will be used to verify the cognitive load of
participants using the NASA-TLX instrument adapted for programming [31] with a pre-post
controlled experimental design. Also, the measurement of the effect on learning to solve basic
programming problems is expected to be carried out through standardized tests and
experimental randomized designs.


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