This study builds on a recent systematic mapping of computing education literature by conducting an in-depth qualitative analysis of selected studies on group work in Project-Based Learning (PjBL), published between 2010 and 2021. We examined how prominent theoretical frameworks are used in this context. We found that frameworks were often applied either as teaching tools or to inform course design, and when used in these ways, authors frequently reported positive pedagogical outcomes. While frameworks like Tuckman’s model were often referenced only superficially, Social Loafing was more commonly explored in depth. Inductive analysis was particularly effective in distinguishing between background mentions and more substantial integration of theory.We recommend a more intentional, theory-driven approach to research and pedagogy to strengthen conceptual clarity and practical impact. Shared community resources and clearer reporting practices could further support deeper theoretical engagement in the field.
This study aims to explore how gamification elements influence the development of the Community of Inquiry (CoI) in an online project-based programming course conducted on Facebook. We formed student groups by using a quasi-experimental design from students studying in the computer science department. While both courses were project-based, the experimental group's project development process was enriched with gamification elements. We collected data from the CoI survey, transcript analysis of online discussions, and interviews with students. The results indicated that the use of gamification elements contributed significantly to students' social, cognitive, and teaching presence development. Besides, while a high level of CoI perception was created in both groups in the online project-based learning environment, the design and organization role of the instructor came to the fore in the gamified environment more.
Preparing students for the workforce is a balancing act that involves theory, practice, and assessment. As students navigate an educational experience that is, however, often distant from real-world needs, it is imperative that academia finds a novel way to bridge the gap. As many organizations utilize open challenges to attract ideas and talent, academia can easily create such bridge, leading to greater engagement, greater student preparation, and a potential employment pipeline. This paper describes the experience of our students and faculty advisors who participated to the NASA SUITS (Spacesuit User Interface Technologies for Students) Design Challenge. In particular, we review the pedagogical value of the solution that they created and the changes that were implemented in the curriculum of an undergraduate degree program in Information Technology. This open-source, multi-year project is also a flexible platform that can be utilized for engagement in K-12 education as well as graduate research projects.