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Second life as a learning environment for computer programming

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Abstract

In this study, we gauge the perceptions of novice computer programmers about Second Life (SL) as a digital learning environment for concept understanding in computer programming. SL is chosen as the learning environment because it offers, within a constructivist frame, the use of learner-centered pedagogies for designing curriculum. We adopt a pilot study as the research methodology. The participants in the study possessed novice programming skills, and they engaged in activities designed for achieving the learning objectives. Qualitative data collected from multiple sources of evidence were interpreted and analyzed. Generally, the findings of the study strongly support the use of SL for novice programmers to learn programming, and the usability of SL. The findings suggest positive support offered by SL although the findings cannot be used to make form conclusions due to the small-scale nature of the study.

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Correspondence to Atul Sajjanhar.

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Appendix 1

Appendix 1

1.1 Activity 1

figure a

1.2 Activity 2

figure b

1.3 Activity 3

figure c

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Sajjanhar, A., Faulkner, J. Second life as a learning environment for computer programming. Educ Inf Technol 24, 2403–2428 (2019). https://doi.org/10.1007/s10639-019-09879-2

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