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Instilling Computational Thinking through making Augmented Reality application by The Vinh Nguyen A Dissertation In Computer Science Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr Tommy Dang Chair of Committee Dr Kwanghee Jung Co-chair of Committee Dr Yuanlin Zhang Dr Susan A Mengel Dr Akbar Siami-Namin Dr Yo Woon Chong Graduate Dean’s representative Mark Sheridan Dean of the Graduate School October, 2020 Copyright 2020, The Vinh Nguyen Texas Tech University, The Vinh Nguyen, October 2020 ACKNOWLEDGMENTS The purpose of this page is to recognize scholarly and professional aid and advice; however, the inclusion of references to persons who provided clerical help, help with field studies, financial assistance, and permission to use copyrighted materials is also acceptable Acknowledgments should be brief, in a professional style, and should not exceed two pages ii Texas Tech University, The Vinh Nguyen, October 2020 TABLE OF CONTENTS ACKNOWLEDGMENTS II ABSTRACT VI LIST OF TABLES VII LIST OF FIGURES VIII INTRODUCTION 1.1 Motivation and Issues 1.2 Research Contributions BACKGROUND 2.1 Framework for presenting complex models 2.2 Potential capability of generating web-based AR/VR applications in the classroom setting 10 2.3 Alternative ways of producing Web-based AR/VR applications through a 3part use case study 12 2.4 Instilling Computational Thinking through using a Visual Programming Interface 13 FRAMEWORK FOR PRESENTING COMPLEX MODELS 15 3.1 Contributions 15 3.2 Introduction 17 3.3 Related work 19 3.4 Design 21 3.4.1 Material contents 22 3.4.2 Vuforia package for Unity3D 24 3.4.3 Google Cardboard Package 25 3.4.4 Unity3D 26 3.4.5 Application 26 3.5 Evaluation 28 3.6 Challenge and Discussion 29 3.7 Conclusion 30 iii Texas Tech University, The Vinh Nguyen, October 2020 POTENTIAL CAPABILITY OF GENERATING WEB-BASED AR/VR APPLICATIONS IN THE CLASSROOM SETTING FROM LEARNERS’ PERSPECTIVES 31 4.1 Contributions 32 4.2 Introduction 33 4.3 Related work 36 4.4 Methodology 37 4.4.1 Goal and objectives 38 4.4.2 Study design 38 4.4.3 Project assessment 40 4.4.4 Survey 41 4.4.5 Case Study 42 4.5 Results 48 4.6 Lessons learned and challenges 54 4.7 Recommendations 56 4.8 Conclusion 57 ALTERNATIVE WAYS OF PRODUCING WEB-BASED AR/VR APPLICATIONS THROUGH A 3-PART USE CASE STUDY 58 5.1 Contributions 59 5.2 Introduction 61 5.3 Related work 65 5.4 Methodology 66 5.4.1 Goal and objectives 66 5.4.2 Study design 67 5.4.3 Participants 70 5.5 Use Case Study 71 5.5.1 Use Case 1: Developing a WebVR application 71 5.5.2 Use Case 2: Developing a VR/AR application on a given topic 75 5.5.3 Use Case 3: Developing a VR/AR application on any topic 78 5.6 Results and Discussion 79 5.6.1 Research question 1: What VR/AR development framework/library bestallowed users (novice to expert) to stimulate their interest in creating and sharing VR/AR content in both perceived utility and ease of use? 79 5.6.2 Research question 2: Did the library/framework that students favored afford them the ability to solve more complex problems? 83 iv Texas Tech University, The Vinh Nguyen, October 2020 5.6.3 Research question 3: When given the choice, which library/framework did students employ to develop a VR/AR application (based upon their interests)? 84 5.6.4 Research question 4: Based upon reported learners' perspectives, what were the pros and cons of WebVR compared to other app-based VR/AR tools? 84 5.6.5 Lessons learned and discussion 88 5.7 Conclusion and Future work 91 INSTILLING COMPUTATIONAL THINKING THROUGH MAKING AUGMENTED REALITY APPLICATION 93 6.1 Contributions 94 6.2 Introduction 95 6.3 Related work 99 6.4 Methods 101 6.4.1 System Design 101 6.4.2 Use Case 114 6.4.3 Evaluation 116 6.5 Results 121 6.5.1 Qualitative Analysis 121 6.5.2 Quantitative Analysis 122 6.6 Discussion 125 6.7 Conclusion 127 CONCLUSION 128 REFERENCES 130 v Texas Tech University, The Vinh Nguyen, October 2020 ABSTRACT It is widely recognized that instilling and inculcating computational thinking skills (CTS) such as problem formulation, effective representation of big data, and identifying, analyzing and implementing possible solutions are essential for succeeding in STEM disciplines There is also a recognition that technology and human behavior are tightly interrelated and leveraging computational thinking to understand complex human-computer interactions is vital to foster systemic sustainable developments Augmented Reality is a technology that expands the physical world with additional digital information The central value of AR is that the components of the digital world blend into a person's perception of the real world It is not just simply showing the data but through the integration of immersive sensations, which are perceived as natural parts of an environment Traditional approaches involving making an AR application are heavily dependent on a programming language in which the syntax of programming is not easy to master for non-computer science users Recent research has produced some insights that describe how to lessen the issue of mastering a certain programming language for young learners and enthusiasts Block-based programming is a type of programming language where instructions are mainly represented as blocks (or visual cues) and users drag and drop the cues to form a set of instructions This programming paradigm enables developers to focus on logical programming rather than memorizing the syntax of coding However, in the existing studies, the interactions between 3D objects are limited The purpose of this dissertation is to help students enhance computational thinking skills for a successful future career through making an Augmented Reality application To tackle the aforementioned issues, we provide students with an interactive web-based tool that allows them for experimenting, testing, abstracting, modularizing, reusing, and remixing the application ideas vi Texas Tech University, The Vinh Nguyen, October 2020 LIST OF TABLES 4.1 Pearson correlation test scores produced by SPSS software 54 5.1 Participant distribution by gender vs graduate level 71 5.2 Research questions for the survey 73 5.3 Survey questions for peer evaluation in Project Case 75 5.4 Pearson Correlation test scores produced by SPSS 82 5.5 A summary of the VR/AR application types and hardware 83 6.1 Construct and items 119 6.2 General information about the participants 120 6.3 Means and standard deviations of TAM measures (N = 66) 122 6.4 Internal Consistency and Convergence Validity 123 6.5 Estimates of loadings 124 6.6 Estimates of path coefficients 125 vii Texas Tech University, The Vinh Nguyen, October 2020 LIST OF FIGURES Figure 3.1 A comprehensive framework to build VR/AR application 21 Figure 3.2 Example of some free3D models that will be used in the application 22 Figure 3.3 Heightmap generator from terrain.party 23 Figure 3.4 Terrain generated from heightmap in Unity 24 Figure 3.5 Birch tree 3D model 25 Figure 3.6 Example of using tree in the inventory to plant and build the city 25 Figure 3.7 Main menu of the VR/AR game that allows to switch between VR/AR mode 27 Figure 4.1 A collage of WebVR applications created by sampled students 44 Figure 4.2 Sampled Students' WebVR project examples: (a) A moon dream house (b) A 2-level dream house (c) A New York skyline dream condo 47 Figure 4.3 Students' grade distribution of the WebVR dream house project: Level is equivalent to a C while Level is equivalent to a A 48 Figure 4.4 Responses from students (regarding questions 1-3) 49 Figure 4.5 Responses from students (regarding questions 4-6) 50 Figure 4.6 Responses from students (regarding questions 7-8) 52 Figure 4.7 Responses from students (regarding questions 9-10) 53 Figure 5.1 The study design: 16-week activities 68 Figure 5.2 A collage of WebVR applications created by sampled students 74 Figure 5.3 Three good WebVR project examples: (a) A moon dream house (b) A relaxing dream house (c) A bar dream house 74 Figure 5.4 Students' grade distribution of the WebVR dream house project: Level is equivalent to a C while Level is equivalent to a A 75 Figure 5.5 A collage of VR/AR applications created by students 77 Figure 5.6 A collage of VR/AR applications created by students in Project 78 viii Texas Tech University, The Vinh Nguyen, October 2020 Figure 5.7 Survey results from students in Project from question to 10 80 Figure 6.1 The visual interface of Blockly for generating JavaScript from blocks 100 Figure 6.2 The coding editor of BlocklyAR: it enables users to drag and drop a palette of commands into the working space 103 Figure 6.3 Different shapes of blocks allow users to stack or wire up components together 105 Figure 6.4 The visual AR component enables enthusiasts to experience their coding schemes in the mixed 3D space 113 Figure 6.5 Tutorial section where learners are guided on how to use blocks and the connections among them 114 Figure 6.6 Use case of using BlocklyAR to recreate the Palmito Battle Ranch 116 Figure 6.7 The conceptual research model with extensions of TaskTechnology Fit and Visual Design variables Each set of ellipses represents a construct and an arrow denotes a hypothesis 118 ix Texas Tech University, The Vinh Nguyen, October 2020 a parameter estimate is assumed to be statistically significant at 0.05 alpha level if the CI does not include the value of zero All the loading estimates were statistically significant, indicating that all those items were good indicators of the constructs Table 6.5 Estimates of loadings Estimate SE 95%CI_LB 95%CI_UB TTF1 0.809 0.046 0.712 0.892 TTF2 0.544 0.099 0.270 0.680 TTF3 0.787 0.086 0.586 0.892 TTF4 0.711 0.103 0.428 0.844 VD1 0.677 0.129 0.293 0.852 VD2 0.787 0.097 0.572 0.887 VD3 0.743 0.142 0.326 0.857 PU1 0.762 0.068 0.612 0.871 PU2 0.802 0.053 0.698 0.904 PU3 0.732 0.062 0.574 0.829 PU4 0.724 0.056 0.592 0.816 PU5 0.644 0.087 0.465 0.810 PEU1 0.765 0.054 0.648 0.862 PEU2 0.770 0.067 0.598 0.872 PEU3 0.762 0.081 0.570 0.866 PEU4 0.726 0.050 0.631 0.817 PEU5 0.809 0.045 0.709 0.884 PEU6 0.829 0.037 0.755 0.888 BI1 0.930 0.025 0.877 0.971 BI2 0.933 0.026 0.870 0.971 124 Texas Tech University, The Vinh Nguyen, October 2020 Table 6.6 provides the estimates of the directional path coefficients (i.e., the research hypotheses) in the structural model along with their standard errors and 95% confidence intervals, which were obtained from GSCA analysis with 100 bootstrap samples by fitting the hypothesized technology acceptance model to the dataset Results showed that Visual Design had statistically significant and positive influences on Task Technology Fit (H1 = 0.439, SE = 0.124, 95% CI = 0.175-0.686) Task Technology Fit had a statistically significant and positive influence on Perceived Ease of Use (H2 = 0.434, SE = 0.118, 95% CI = 0.184-0.678) Moreover, Perceived Usefulness had statistically significant and positive effects on Intention to Use (H6 = 0.319, SE = 0.136, 95% CI = 0.026-0.574), and Perceived Ease-of-Use had statistically significant and positive effects on Intention to Use (H5 = 0.417, SE = 0.134, 95% CI = 0.132-0.662) However, hypotheses H3 (Visual Design Perceived Usefulness) and H4 (Perceived Ease of Use Perceived Usefulness) were not supported due to the inclusion of zero values in CIs Table 6.6 Estimates of path coefficients Estimates Std.Error 95%CI_LB 95%CI_UB VD TTF 0.439 0.124 0.175 0.686 VD PU 0.127 0.208 -0.278 0.464 TTF PEU 0.434 0.118 0.184 0.678 PEU PU 0.212 0.161 -0.066 0.554 PU BI 0.319 0.136 0.026 0.574 PEU BI 0.417 0.134 0.132 0.662 6.6 Discussion Our study has several limitations that should be addressed in the future research The first limitation is the procedure to collect user responses This is due to the COVID-19 pandemic that prevents us from conducting the study in a face-to-face fashion In addition, by only watching the video, participants are unable to use the toolkit directly, 125 Texas Tech University, The Vinh Nguyen, October 2020 which may have reduced the motivation to take part in the survey As such, more rigorous research would be needed to evaluate the adaption and use of BlocklyAR even though it is not uncommon to collect user responses by watching videos (Beshai, 2020; Paine et al., 2016; Shelstad, Chaparro, & Keebler, 2019; Tsai, Huang, Wilkinson, & Edelen, 2020) Second, BlocklyAR did not support an arbitrary action or actions defined by users; we acknowledge that the action space is huge, and users may be interested in only a certain action depending on a given domain In fact, BlocklyAR can be considered as an abstract or a high-level programming interface for A-Frame combined with AR.js, so we only defined elements that are most commonly be used in an AR application with an extension of controlling the animations and movement of a 3D object Enthusiasts can refer to the technical detail in Section 6.4.1 for replicating and extending the work Third, the current version of BlocklyAR only supports the markerbased approach, meaning that users have to prepare a marker and put it in front of the camera We have not taken advantage of WebXR yet, due to the unavailability of a stable WebXR API as well as our lack of compatible devices for conducting the experiment Fourth, privacy concerns were not taken into account in this study Rauschnabel et al.(Rauschnabel, He, & Ro, 2018) discussed that information captured by a device`s sensors might threaten the privacy of both users and other people, thus placing an obstacle for using AR technology Lastly, other factors contributing to the adoption and use of technology might be considered in future studies, which have been discussed in the unified theory of acceptance and use of technology (UTAUT) and its extensions (Venkatesh, Thong, & Xu, 2012; Williams, Rana, & Dwivedi, 2015) That is, it would extend the technology adoption framework used in this study by evaluating the influences of performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, and habit on the adoption and use of BlocklyAR, as well as the moderating effects of individual differences (age, gender, and experience) on the constructs 126 Texas Tech University, The Vinh Nguyen, October 2020 6.7 Conclusion This paper introduced BlocklyAR, a novel web-based visual programming interface for creating and generating an augmented reality application By integrating A-Frame and AR.js toolkit into Blockly, BlocklyAR enables young learners and enthusiasts to create AR experiences The proposed toolkit can be generalized and extended to many other domains for the use of pedagogical and instructional design with animated 3D models such as demonstrating the fundamentals of electric circuits, testing/simulating robot movements, or assembling hardware components Following this approach, users can download free 3D models on the internet (V T Nguyen & Dang, 2017) then apply animations on them by an intermediate tool presented in (Kwanghee Jung, Vinh T Nguyen, Seung-Chul Yoo, et al., 2020) We demonstrated BlocklyAR with a use case where the toolkit can replicate existing work with fewer efforts in programming Data collected from users` responses indicated that BlocklyAR was useful in learning and making an AR application, with particular relevance for new learners We used the Technology Acceptance Model to assess users` behavior toward using the toolkit in terms of Visual Design, Task-Technology Fit, Perceived Usefulness, Perceived Easeof-Use, and Intention to Use Our findings showed that Visual Design had statistically significant and positive influences on Task-Technology Fit Task Technology Fit had a statistically significant and positive influence on Perceived Ease-of-Use, Perceived Usefulness had statistically significant and positive effects on Intention to Use, and Perceived Ease-of-Use had statistically significant and positive effects on Intention to Use However, hypotheses H5 (Visual Design Perceived Usefulness) and H1 (Perceived Ease-of-Use Perceived Usefulness) were rejected Future work will be focusing on replacing the printed map with a virtual real-world map (e.g., Mapbox, OpenStreetMap) to increase the fidelity of the AR scene In this regard, real world location such as latitude and longitude will be used as a substitution for markers 127 Texas Tech University, The Vinh Nguyen, October 2020 CHAPTER 7 CONCLUSION This dissertation aimed to help students enhance computational thinking skills for a successful future career through making an Augmented Reality application First, it addressed the problem of acquiring and unifying 3d models in a common setting, or IDE Specifically, a framework is presented to incorporate models from different sources into a single format in which they are ready for rendering or presentation Second, the dissertation investigated the potential capability of emerging Web-based AR/VR in the classroom setting from learners’ perspective Understanding the advantages and challenges of web-based AR/VR would play a vital factor in adapting this technology in STEM education in the subsequent years Third, the dissertation extended the previous study by conducting a sequential 3-part use case study of diverse post-secondary students to compare the pros and cons of web-based AR/VS against traditional in-app approaches Extracting insights from this study would pay a way for instructors to select a suitable method for teaching AR/VR education Last, based upon on all previous studies, an interactive web-based tool, named as Blockly, was provided to enhance computational thinking skills through making an Augmented Reality application The use case of the proposed toolkit showed that it can replicate existing work with fewer efforts in programming Data collected from users` responses indicated that BlocklyAR was useful in learning and making an AR application, with particular relevance for new learners Technology Acceptance Model was used to assess users` behavior toward using the toolkit in terms of Visual Design, Task-Technology Fit, Perceived Usefulness, Perceived Ease-of-Use, and Intention to Use Our findings showed that Visual Design had statistically significant and positive influences on TaskTechnology Fit Task Technology Fit had a statistically significant and positive influence on Perceived Ease-of-Use, Perceived Usefulness had statistically significant and positive effects on Intention to Use, and Perceived Ease-of-Use had statistically significant and positive effects on Intention to Use However, hypotheses Visual Design 128 Texas Tech University, The Vinh Nguyen, October 2020 Perceived Usefulness and Perceived Ease-of-Use Perceived Usefulness were rejected Future work will be focusing on replacing the printed map with a virtual realworld map (e.g., Mapbox, OpenStreetMap) to increase the fidelity of 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presented at the 2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual Augmented Reality (KELVAR), Los Angeles, CA, USA 138 ... create and share their software on a variety of platforms and devices, especially ubiquitous platforms to enhance access for teachers and students, both domestically and internationally This demand... Blender and add some skeletons for rigging and animation that allows it to move around the certain area 3.4.2 Vuforia package for Unity3D For the creation of Augmented Reality applications in... 5.5 A summary of the VR/AR application types and hardware 83 6.1 Construct and items 119 6.2 General information about the participants 120 6.3 Means and standard deviations of