DIGITAL LIBRARY
THE ROLE OF PRIOR PROGRAMMING EXPERIENCE IN SHAPING STRESS IN STEM AND VR LEARNING: EVIDENCE FROM A CROSS-REALITY PROGRAMMING STUDY
1 Durham University (UNITED KINGDOM)
2 Shinshu University (JAPAN)
3 Institute of Technologist (JAPAN)
About this paper:
Appears in: EDULEARN26 Proceedings
Publication year: 2026
Article: 2418
ISBN: 978-84-09-88444-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2026.2418
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
While prior domain-specific experience is known to influence learning outcomes, its role in shaping affective responses in immersive environments and within the learning domain itself remains underexplored. This study investigates how prior programming experience influences changes in stress related to STEM and VR learning following a cross-reality, art-integrated programming activity, across participants with varying levels of fine-grained programming experience (none, beginner, experienced, expert). More specifically, participants develop programs in VR using a simple block-based language, to manipulate the illumination of lights in VR and the LED visual artworks they create in the physical world. Results suggest that the activity significantly reduces STEM-related stress, particularly for participants with no prior programming experience. A similar pattern is observed for VR learning-related stress, where significant reductions are also primarily driven by participants with no prior programming experience. This study offers implications for the design and evaluation of affect-aware VR-based learning systems, especially in supporting learners with no prior experience.
Keywords:
Virtual Reality, STEAM Education, Learning Stress.