TBL (team-based learning) is a prevalent teaching and learning method for improving student engagement and achievement. In introductory programming courses with high drop rates, TBL can increase student participation and improve student performance. Meanwhile, after COVID-19, the demand for online classes has increased. It is known that student participation declines in online classes, and team-based collaborative learning may not work effectively. In this situation, the use of multiuser virtual environments (MUVEs) combined with gamification can help encourage student engagement and improve students’ performance. In this study, a comparison of student engagement and achievement in MUVE (e.g., Gather.Town) and general online video class/conference (e.g., ZOOM) platforms was conducted. TBL activities were conducted on both platforms, and data collected during and after class were quantitatively and qualitatively analyzed. The findings of this study have educational and practical implications for educators planning online team-based programming classes.

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Gamified Team Programming in MUVEs: Effects on Student Engagement and Achievement

  • Yeonju Jang,
  • Seongyune Choi,
  • Heeseok Jung,
  • Hyeoncheol Kim

摘要

TBL (team-based learning) is a prevalent teaching and learning method for improving student engagement and achievement. In introductory programming courses with high drop rates, TBL can increase student participation and improve student performance. Meanwhile, after COVID-19, the demand for online classes has increased. It is known that student participation declines in online classes, and team-based collaborative learning may not work effectively. In this situation, the use of multiuser virtual environments (MUVEs) combined with gamification can help encourage student engagement and improve students’ performance. In this study, a comparison of student engagement and achievement in MUVE (e.g., Gather.Town) and general online video class/conference (e.g., ZOOM) platforms was conducted. TBL activities were conducted on both platforms, and data collected during and after class were quantitatively and qualitatively analyzed. The findings of this study have educational and practical implications for educators planning online team-based programming classes.