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Combining Learning and Engagement Strategies in a Software Testing Learning Environment

Published: 01 November 2021 Publication History

Abstract

There continues to be an increase in enrollments in various computing programs at academic institutions due to many job opportunities available in the information, communication, and technology sectors. This enrollment surge has presented several challenges in many Computer Science (CS), Information Technology (IT), and Software Engineering (SE) programs at universities and colleges. One such challenge is that many instructors in CS/IT/SE programs continue to use learning approaches that are not learner centered and therefore are not adequately preparing students to be proficient in the ever-changing computing industry. To mitigate this challenge, instructors need to use evidence-based pedagogical approaches, e.g., active learning, to improve student learning and engagement in the classroom and equip students with the skills necessary to be lifelong learners.
This article presents an approach that combines learning and engagement strategies (LESs) in learning environments using different teaching modalities to improve student learning and engagement. We describe how LESs are integrated into face-to-face (F2F) and online class activities. The LESs currently used are collaborative learning, gamification, problem-based learning, and social interaction. We describe an approach used to quantify each LES used during class activities based on a set of characteristics for LESs and the traditional lecture-style pedagogical approaches. To demonstrate the impact of using LESs in F2F class activities, we report on a study conducted over seven semesters in a software testing class at a large urban minority serving institution. The study uses a posttest-only study design, the scores of two midterm exams, and approximate class times dedicated to each LES and traditional lecture style to quantify their usage in a face-to-face software testing class. The study results showed that increasing the time dedicated to collaborative learning, gamification, and social interaction and decreasing the traditional lecture-style approach resulted in a statistically significant improvement in student learning, as reflected in the exam scores.

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Published In

cover image ACM Transactions on Computing Education
ACM Transactions on Computing Education  Volume 22, Issue 2
June 2022
312 pages
EISSN:1946-6226
DOI:10.1145/3494072
  • Editor:
  • Amy J. Ko
Issue’s Table of Contents

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 November 2021
Accepted: 01 August 2021
Revised: 01 July 2021
Received: 01 February 2021
Published in TOCE Volume 22, Issue 2

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  1. Active learning
  2. gamification
  3. problem-based learning
  4. social interaction

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  • Refereed

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  • National Science Foundation’s Improving Undergraduate STEM Education (IUSE)

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  • (2023)Gamification Project to Receive Continuous Feedback in the Context of the Evolution of Public Service for Lawyers2023 IEEE Frontiers in Education Conference (FIE)10.1109/FIE58773.2023.10343441(1-8)Online publication date: 18-Oct-2023
  • (2023)Can gamification help in software testing education? Findings from an empirical studyJournal of Systems and Software10.1016/j.jss.2023.111647200:COnline publication date: 1-Jun-2023

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