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<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">Evidence-based education studies</journal-id><journal-title-group><journal-title xml:lang="en">Evidence-based education studies</journal-title><trans-title-group xml:lang="ru"><trans-title>Доказательная педагогика, психология</trans-title></trans-title-group></journal-title-group><issn publication-format="print">3034-2996</issn><issn publication-format="electronic">3034-4220</issn><publisher><publisher-name xml:lang="en">Togliatti State University</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">1370</article-id><article-id pub-id-type="doi">10.18323/3034-2996-2026-3-66-6</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>Articles</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>Статьи</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">Browser-based interactive coding: an experimental evaluation of the Art-Vire web environment for an introductory Verilog course</article-title><trans-title-group xml:lang="ru"><trans-title>Интерактивное кодирование в браузере: экспериментальная оценка веб-среды Art-Vire для начального курса Verilog</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0006-5035-3594</contrib-id><name-alternatives><name xml:lang="en"><surname>Rogulin</surname><given-names>Vladislav Yu.</given-names></name><name xml:lang="ru"><surname>Рогулин</surname><given-names>Владислав Юрьевич</given-names></name></name-alternatives><address><country country="RU">Russian Federation</country></address><bio xml:lang="en"><p>Senior Lecturer of the Department of Natural Sciences,Assistant of the Department of Intelligent Integrated Systems of the Higher College of Informatics</p></bio><bio xml:lang="ru"><p>старший преподаватель кафедры естественнонаучных дисциплин, ассистент кафедры интеллектуальных интегрированных систем Высшего колледжа информатики</p></bio><email>vlad.randomartin@gmail.com</email><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">Novosibirsk State University</institution></aff><aff><institution xml:lang="ru">Новосибирский государственный университет</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2026-09-30" publication-format="electronic"><day>30</day><month>09</month><year>2026</year></pub-date><issue>3</issue><issue-title xml:lang="en"/><issue-title xml:lang="ru"/><fpage>55</fpage><lpage>61</lpage><history><date date-type="received" iso-8601-date="2026-09-30"><day>30</day><month>09</month><year>2026</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2026, Rogulin V.Y.</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2026, Рогулин В.Ю.</copyright-statement><copyright-year>2026</copyright-year><copyright-holder xml:lang="en">Rogulin V.Y.</copyright-holder><copyright-holder xml:lang="ru">Рогулин В.Ю.</copyright-holder><ali:free_to_read xmlns:ali="http://www.niso.org/schemas/ali/1.0/"/><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">https://creativecommons.org/licenses/by/4.0</ali:license_ref></license></permissions><self-uri xlink:href="https://vektornaukipedagogika.ru/jour/article/view/1370">https://vektornaukipedagogika.ru/jour/article/view/1370</self-uri><abstract xml:lang="en"><p>Abstract: Problem. In engineering education, there is a significant gap between the complexity of digital device design using FPGAs and the cognitive accessibility of introductory training. Traditional CAD systems (Quartus) require a lengthy synthesis and firmware flashing cycle, which creates a high cognitive load for students at the initial learning stage, reduces the frequency of code experimentation, and hinders the formation of stable practical skills. Aim. To experimentally verify whether the Art-Vire environment, with instant feedback and multimedia principles, provides statistically significant im-provements in objective Verilog learning outcomes compared to the traditional FPGA cycle. Methods. A quasi-experimental study was conducted with control and experimental groups (n = 12 each). Participants – 24 third-year stu-dents without Verilog experience but with basic knowledge of digital logic – were randomly assigned to groups. Group homogeneity was confirmed by pre-testing (p &gt; 0.05, Mann–Whitney U-test). The experimental group (Art-Vire, instant compilation) and the control group (Quartus + Cyclone IV, 3–15 min synthesis and firmware flashing cycle) completed five identical tasks of increasing complexity. The following parameters were recorded: task completion time, proportion of completed projects, final test score, and number of experimental code modifications. Statistical analysis involved non-parametric Mann–Whitney U and Pearson's chi-squared χ2 tests, with α = 0.05. Results. The reduction in task completion time in the experimental group was 87.0 % (from 187.5 to 24.3 min; U = 0, p &lt; 0.001, r = 0.81). The proportion of students successfully completing all five projects increased from 41.7 % to 91.7 % (χ2 = 6.75, p = 0.009, φ = 0.53). Final test scores in the experimental group were statistically significantly higher (26.4 ± 2.1 vs. 21.7 ± 3.8; U = 38.5, p = 0.008, r = 0.54). The number of creative code modifications increased from 16.7 % to 75.0 % (χ2 = 8.31, p = 0.004, φ = 0.59). Conclusions. The Art-Vire environment provides statistically significant reductions in task completion time, increased project comple-tion rates, improved test scores, and enhanced student creativity compared to the traditional FPGA cycle.</p></abstract><trans-abstract xml:lang="ru"><p>Аннотация: Проблема. В инженерном образовании существует разрыв между сложностью проектирования цифровых устройств на ПЛИС и когнитивной доступностью начального обучения. Традиционные САПР (Quartus) требуют длительного цикла синтеза и прошивки, что создаёт высокую когнитивную нагрузку на студентов началь-ного этапа обучения, снижает частоту экспериментирования с кодом и препятствует формированию устойчивых практических навыков. Цель. Экспериментально проверить, обеспечивает ли среда Art-Vire с мгновенной обрат-ной связью и мультимедийными принципами статистически значимое улучшение объективных показателей обуче-ния Verilog по сравнению с традиционным ПЛИС-циклом. Методы. Проведено квази-экспериментальное исследо-вание с контрольной и экспериментальной группами (n = 12 в каждой). Участники – 24 студента 3-го курса без опыта Verilog, с базовыми знаниями цифровой логики, распределены по группам случайным образом; однород-ность подтверждена предварительным тестированием (p &gt; 0,05, U-критерий Манна–Уитни). Экспериментальная группа (Art-Vire, мгновенная компиляция) и контрольная группа (Quartus + Cyclone IV, цикл синтеза и прошивки 3–15 мин) выполняли пять идентичных заданий возрастающей сложности. Фиксировались: время выполнения, доля завершённых проектов, итоговый тестовый балл, количество экспериментальных модификаций кода. Стати-стический анализ – непараметрические критерии U-Манна–Уитни и χ² Пирсона, α = 0,05. Результаты. Сокраще-ние времени выполнения заданий в экспериментальной группе составило 87,0 % (с 187,5 до 24,3 мин; U = 0, p &lt; 0,001, r = 0,81). Доля студентов, успешно завершивших все пять проектов, выросла с 41,7 % до 91,7 % (χ² = 6,75, p = 0,009, φ = 0,53). Итоговые тестовые баллы в экспериментальной группе оказались статистически зна-чимо выше (26,4 ± 2,1 против 21,7 ± 3,8; U = 38,5, p = 0,008, r = 0,54). Количество творческих модификаций кода увеличилось с 16,7 % до 75,0 % (χ² = 8,31, p = 0,004, φ = 0,59). Выводы. Среда Art-Vire обеспечивает статистически значимое сокращение времени выполнения заданий, повышение доли завершённых проектов, улучшение тестовых результатов и увеличение творческой активности студентов по сравнению с традиционным ПЛИС-циклом.</p></trans-abstract><kwd-group xml:lang="en"><kwd>interactive coding</kwd><kwd>instant feedback</kwd><kwd>web-based learning environment</kwd><kwd>Verilog</kwd><kwd>FPGA</kwd><kwd>quasi-experimental design</kwd><kwd>Art-Vire</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>интерактивное кодирование</kwd><kwd>мгновенная обратная связь</kwd><kwd>веб-среда обучения</kwd><kwd>Verilog</kwd><kwd>ПЛИС</kwd><kwd>квазиэксперимент</kwd><kwd>Art-Vire</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><citation-alternatives><mixed-citation xml:lang="en">Brown N.C.C., Wilson G. Ten quick tips for teaching programming. PLOS Computational Biology, 2018, vol. 14, no. 4, article number e1006023. 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