Rethinking the Bebras Challenge in Virtual Reality: Implementation and Usability Study of a Computational Thinking Game
Abstract
:1. Introduction
2. Related Work
2.1. VR in Education
2.2. Computational Thinking in VR
3. Implementation
3.1. The Bebras Challenge
3.2. ThinkLand
3.2.1. Implementation of the Beaver-Modulo Task
3.2.2. Implementation of the Tower of Blocks Task
3.2.3. Implementation of the Tree Sudoku Task
- Each row (a horizontal line) contains exactly one tree of each height;
- Each column (a vertical line) contains exactly one tree of each height.
3.2.4. Implementation of the Elevator Task
4. Materials and Methods
4.1. Instruments and Measures
4.2. Pilot Study
4.3. Main Study
- Informing participants about the purpose and objectives of the study, including ethical guidelines;
- Selection of the device (mobile phone or desktop computer) for playing the ThinkLand VR game;
- Playing the game;
- Completing the anonymous online survey.
4.4. Participants
4.5. Data Analysis
5. Results
5.1. Descriptive Statistics
5.2. Regresion Analysis
5.2.1. Modeling Responses to VEUQ Items
- Gender: Females showed slightly higher ratings (+0.23) than males, but the difference was non-significant (p = 0.287).
- Age: High school participants gave marginally lower ratings (−0.05) than university students, with no statistical significance (p = 0.817).
- Interface type: Participants using desktop interfaces reported marginally lower ratings (−0.17) than participants who were using mobile interfaces, but this difference was non-significant (p = 0.421).
5.2.2. Modeling of Score
5.2.3. Modeling of Time
5.3. SUS for Mobile and Desktop Platform
5.4. Qualitative Feedback
- Interface Simplicity and Clarity: Many participants appreciated the overall simplicity of the interface. Desktop users highlighted the interface’s minimalist design as a strength (“its simplicity gives it a big advantage”), while mobile users praised the clear visual representation of characters and environments. However, some users also noted issues with visual clarity, particularly when characters moved or when the interface became cluttered.
- Task Engagement and Integration: Both user groups positively commented on the engaging nature of the tasks and their seamless integration into the virtual environment. Mobile users emphasized the connection between mathematical tasks and the game world, while desktop users valued being able to access instructions during problem-solving.
- Navigation and Object Interaction: Navigation and interaction challenges were a recurring theme, especially among mobile users. Difficulties in selecting objects and manipulating the camera were cited as major obstacles. On the desktop, users reported issues with more complex functions such as zooming.
- Screen Visibility and Layout Issues: Several mobile users mentioned screen-related limitations, such as important information being partially obscured or duplicated, which negatively affected task performance. These issues appeared less frequently in desktop feedback but were noted as interfering elements when instructions overlapped with other content.
- Functionality Challenges: Some users, particularly on the desktop platform, reported challenges with specific functionalities such as the zoom function or long task explanations, which they found overwhelming or difficult to manage during interaction.
6. Discussion
6.1. Overall Interpretation of the Results
6.2. Reflections, Limitations and Future Work
7. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
VR | Virtual Reality |
CT | Computational Thinking |
HCI | Human–Computer Interaction |
HMD | Head Mounted Display |
SUS | System Usability Scale |
VEUQ | Virtual Environment Usability Questionnaire |
GLM | General Linear Model |
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Item | Statement | N/A | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|---|
q1 | The world representation is clear and interesting. | ○ | ○ | ○ | ○ | ○ | ○ |
q2 | Recognizing objects within the world is problematic. | ○ | ○ | ○ | ○ | ○ | ○ |
q3 | It is always clear to me which object is selected. | ○ | ○ | ○ | ○ | ○ | ○ |
q4 | It was often not easy for me to select (click) the object I wanted. | ○ | ○ | ○ | ○ | ○ | ○ |
q5 | The on-screen instructions are useful. | ○ | ○ | ○ | ○ | ○ | ○ |
q6 | Rotating the space (camera) is too complicated. | ○ | ○ | ○ | ○ | ○ | ○ |
q7 | Zooming in the virtual world is easy. | ○ | ○ | ○ | ○ | ○ | ○ |
q8 | The task text on the board is always easily accessible. | ○ | ○ | ○ | ○ | ○ | ○ |
q9 | The on-screen instructions make it harder to complete the task. | ○ | ○ | ○ | ○ | ○ | ○ |
q10 | I was able to move the objects I wanted in a simple way. | ○ | ○ | ○ | ○ | ○ | ○ |
q11 | Switching to the next task is complicated. | ○ | ○ | ○ | ○ | ○ | ○ |
q12 | Receiving real-time feedback on scores while solving tasks is important. | ○ | ○ | ○ | ○ | ○ | ○ |
Item | Statement | Mean | SD | Min | Max |
---|---|---|---|---|---|
q5 | The on-screen instructions are useful. | 4.19 | 0.98 | 1 | 5 |
q8 | The task text on the board is always easily accessible. | 4.13 | 1.14 | 1 | 5 |
q12 | Receiving real-time feedback on scores while solving tasks is important. | 3.92 | 1.17 | 1 | 5 |
q1 | The world representation is clear and interesting. | 3.90 | 1.01 | 1 | 5 |
q10 | I was able to move the objects I wanted in a simple way. | 3.56 | 1.17 | 1 | 5 |
q7 | Zooming in the virtual world is easy. | 3.44 | 1.29 | 1 | 5 |
q3 | It is always clear to me which object is selected. | 3.38 | 1.21 | 1 | 5 |
Item | Statement | Mean | SD | Min | Max |
---|---|---|---|---|---|
q11 | Switching to the next task is complicated. | 1.51 | 0.97 | 1 | 5 |
q9 | The on-screen instructions make it harder to complete the task. | 1.60 | 1.01 | 1 | 5 |
q2 | Recognizing objects within the world is problematic. | 1.76 | 1.01 | 1 | 5 |
q6 | Rotating the space (camera) is too complicated. | 2.31 | 1.37 | 1 | 5 |
q4 | It was often not easy for me to select (click) the object I wanted. | 2.83 | 1.41 | 1 | 5 |
Metric | Mean | SD | Min | Max |
---|---|---|---|---|
Score | 2.83 | 2.47 | 1.03 | 0 |
Time | 1.60 | 19.24 | 8.19 | 4 |
SUS | 1.51 | 72.93 | 16.57 | 15 |
Label | Group |
---|---|
M-H-M | Male—High school—Mobile |
M-H-D | Male—High school—Desktop |
M-U-M | Male—University—Mobile |
M-U-D | Male—University—Desktop |
F-H-M | Female—High school—Mobile |
F-H-D | Female—High school—Desktop |
F-U-M | Female—University—Mobile |
F-U-D | Female—University—Desktop |
Interface Type | Mean SUS Score | Standard Deviation | N |
---|---|---|---|
Mobile | 73.17 | 16.88 | 45 |
Desktop | 72.73 | 16.63 | 55 |
Platform | User Feedback | |
---|---|---|
Mobile | Positive | “The simple representation of characters and the environment, and the way the instructions are written.” |
“A more entertaining way to solve tasks and problems.” | ||
“The connection between mathematical tasks and the computational environment.” | ||
“Objects and instructions are present on all the animals, which made solving tasks easier.” | ||
Negative | “It takes too long to complete tasks on a phone because selecting the desired object is difficult.” | |
“I don’t like that sometimes not all information is visible on the screen when certain characters move.” | ||
“I dislike that some information appears twice... it’s inconvenient on a phone.” | ||
“The inability to easily move the camera and adjust positions.” | ||
Desktop | Positive | “I would say its simplicity gives it a big advantage during use...” |
“I like that instructions are available while solving tasks.” | ||
“The world’s visual representation is very interesting.” | ||
“The ability to return to the task text.” | ||
Negative | “Sometimes it’s hard to recognize objects in the environment.” | |
“Some functions are complicated, like zooming, and sometimes the instructions interfere...” | ||
“Task explanations are too long.” |
Item | Interface Feature | Mean | GLM Output | Estimated Effect Size | Statistical Significance | Descriptive Feedback |
---|---|---|---|---|---|---|
q5 | On-screen instructions usefulness | 4.19 | 2 mobile positive | |||
2 desktop positive | ||||||
q8 | Accessibility of the task text | 4.13 | 1 desktop positive | |||
q12 | Importance of real-time feedback | 3.92 | More important for mobile users | Moderate | Strong | 1 mobile positive |
q1 | Virtual world representation | 3.9 | 4 mobile positive | |||
2 desktop positive | ||||||
q10 | Moving the objects | 3.56 | Easier for desktop users | Moderate | Strong | |
q11 * | Switching to the next task | 3.49 | 1 desktop positive | |||
q7 | Zooming | 3.44 | 1 desktop negative | |||
q9 * | On-screen instructions interference | 3.4 | 1 mobile negative | |||
1 desktop negative | ||||||
q3 | Object selection feedback | 3.38 | ||||
q2 * | Object recognition | 3.24 | 1 desktop negative | |||
q6 * | Camera rotation | 2.69 | More complicated for mobile users | High | Strong | 2 mobile negative |
More complicated for high school pupils | Moderate | Moderate | ||||
q4 * | Object selection | 2.17 | More complicated for mobile users | High | Strong | 1 mobile negative |
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Nakić, J.; Rogulj, I.; Maleš, L. Rethinking the Bebras Challenge in Virtual Reality: Implementation and Usability Study of a Computational Thinking Game. Multimodal Technol. Interact. 2025, 9, 60. https://doi.org/10.3390/mti9060060
Nakić J, Rogulj I, Maleš L. Rethinking the Bebras Challenge in Virtual Reality: Implementation and Usability Study of a Computational Thinking Game. Multimodal Technologies and Interaction. 2025; 9(6):60. https://doi.org/10.3390/mti9060060
Chicago/Turabian StyleNakić, Jelena, Ivana Rogulj, and Lada Maleš. 2025. "Rethinking the Bebras Challenge in Virtual Reality: Implementation and Usability Study of a Computational Thinking Game" Multimodal Technologies and Interaction 9, no. 6: 60. https://doi.org/10.3390/mti9060060
APA StyleNakić, J., Rogulj, I., & Maleš, L. (2025). Rethinking the Bebras Challenge in Virtual Reality: Implementation and Usability Study of a Computational Thinking Game. Multimodal Technologies and Interaction, 9(6), 60. https://doi.org/10.3390/mti9060060