{"title":"计算机科学专业学生的团队学习","authors":"B. A. Makalew, B. Pardamean","doi":"10.1109/ICSITECH.2017.8257128","DOIUrl":null,"url":null,"abstract":"This research is an experiment on the implementation of Team Based Learning (TBL) in computer science students. 64 participants from Mobile Game Creative Design class was selected, and 3 variables are measured: motivation, engagement, academic achievement. The finding shows that although motivation and engagement are not affected, academic achievement shows a significant improvement with a p-value of 0.0000271. This research serves as one of the basis to be considered when a university intends to implement TBL into its learning process.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"96 12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Team based learning in computer science students\",\"authors\":\"B. A. Makalew, B. Pardamean\",\"doi\":\"10.1109/ICSITECH.2017.8257128\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research is an experiment on the implementation of Team Based Learning (TBL) in computer science students. 64 participants from Mobile Game Creative Design class was selected, and 3 variables are measured: motivation, engagement, academic achievement. The finding shows that although motivation and engagement are not affected, academic achievement shows a significant improvement with a p-value of 0.0000271. This research serves as one of the basis to be considered when a university intends to implement TBL into its learning process.\",\"PeriodicalId\":165045,\"journal\":{\"name\":\"2017 3rd International Conference on Science in Information Technology (ICSITech)\",\"volume\":\"96 12 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 3rd International Conference on Science in Information Technology (ICSITech)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSITECH.2017.8257128\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 3rd International Conference on Science in Information Technology (ICSITech)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSITECH.2017.8257128","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This research is an experiment on the implementation of Team Based Learning (TBL) in computer science students. 64 participants from Mobile Game Creative Design class was selected, and 3 variables are measured: motivation, engagement, academic achievement. The finding shows that although motivation and engagement are not affected, academic achievement shows a significant improvement with a p-value of 0.0000271. This research serves as one of the basis to be considered when a university intends to implement TBL into its learning process.