Team Based Learning in Computer Science Students

Brilly Andro Makalew, Bens Pardamean

SHORT SUMMARY

The study examines the effects of implementing Team-Based Learning (TBL) in a computer science classroom. The research was conducted with 64 students from a Mobile Game Creative Design course and measured three variables: motivation, engagement, and academic achievement. While motivation and engagement remained largely unaffected by TBL, academic achievement showed a significant improvement (p-value = 0.0000271). This suggests that TBL can enhance learning outcomes by focusing on teamwork and active learning.

Key Takeaways

  1. TBL Implementation Requirements:
    • Courses must involve a significant body of information.
    • One of the goals should be problem-solving using course content.
  2. Effectiveness of TBL:
    • Academic achievement significantly improved with TBL.
    • Motivation and engagement remained unchanged, possibly due to students’ pre-existing high motivation levels and insufficient time to develop team bonds.
  3. Variables and Measurement:
    • Motivation: Measured using the Motivated Strategies for Learning Questionnaire (MSLQ) with six components (e.g., task value, intrinsic motivation).
    • Engagement: Evaluated using the Student Engagement Instrument (SEI), covering teacher-student relationships, peer support, and relevance of school work.
    • Academic Achievement: Assessed through course-specific multiple-choice tests.
  4. Findings:
    • Pre-test and post-test comparisons showed a notable increase in academic achievement.
    • Engagement scores were low due to limited time for team bonding.
    • The immersive classroom activities in TBL created an environment that discouraged distractions, improving focus.
  5. Challenges and Future Directions:
    • TBL may not affect motivation if students are already motivated.
    • Developing stronger team bonds over a longer period might increase engagement.
    • Future research could focus on integrating TBL with information technology to enhance its effectiveness.
  6. Implications for Education:
    • TBL is a promising strategy for improving academic performance, particularly in disciplines requiring collaborative problem-solving.
    • A well-structured TBL environment may mitigate student distractions and foster better learning outcomes.

The research article was presented in 3rd International Conference on Science in Information Technology (ICSITech), published in IEEE, and can be accessed through this link:
https://ieeexplore.ieee.org/document/8257128

Who Can Benefit from This Research?

  • 1. Educators and Instructors

    • University Professors and Lecturers:
      • Those teaching technical and collaborative disciplines like computer science, engineering, and business can adopt TBL to enhance academic achievement.
      • Instructors looking to create more engaging and interactive learning environments can utilize the TBL framework.
    • Secondary School Teachers:
      • Particularly those teaching group-oriented or problem-solving subjects like science, mathematics, and technology.

    2. Educational Institutions

    • Universities and Colleges:
      • Institutions seeking innovative teaching methodologies to improve academic outcomes and create a more engaging curriculum for their students.
      • Schools with underperforming programs or low engagement in challenging subjects like programming or data structures.
    • Vocational and Training Centers:
      • Organizations focused on skill development can use TBL to foster teamwork and practical problem-solving.

    3. Researchers

    • Educational Researchers:
      • This study serves as a baseline for further exploration into the impact of TBL on variables like engagement, motivation, and long-term retention.
    • Interdisciplinary Researchers:
      • Those studying how active learning strategies can be integrated with technology or other fields like psychology or neuroscience.

    4. Students

    • Undergraduate and Graduate Students:
      • Learners in highly technical and collaborative fields can benefit from active, team-based approaches, especially for applied subjects like game design, mobile app development, or software engineering.

    5. Curriculum Designers

    • Professionals developing educational frameworks for universities, high schools, or corporate training can utilize the findings to create TBL-based modules that emphasize:
      • Collaboration
      • Problem-solving
      • Immediate feedback loops.

    6. Corporate Training Programs

    • Organizations Offering Employee Training:
      • Companies in tech, engineering, or other fields that require collaborative problem-solving can adapt TBL for onboarding or skill improvement programs.

    7. Policymakers in Education

    • Government or Private Organizations:
      • Policymakers aiming to improve national education standards can use TBL as a model for introducing more active, student-centered learning methodologies.

    8. Developers of Learning Technologies

    • Companies creating EdTech solutions or platforms can integrate TBL principles into their designs, enhancing collaboration features, progress tracking, and feedback mechanisms.

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