Active Learning Strategies in Computer Science Education: A Systematic Review
<p>PRISMA flow diagram of the article selection process. This diagram outlines the steps involved in the identification, screening, eligibility assessment, and inclusion of studies for the systematic review. Initially, 87 records were identified through Scopus (n = 40), Google Scholar (n = 37), and Web of Science (n = 10). After removing 23 duplicates, 64 records were screened. Following the exclusion based on abstract and title review, 32 full-text articles were assessed for eligibility. Finally, 17 records were removed using the inclusion and exclusion criteria, resulting in 15 studies being included in the review.</p> "> Figure 2
<p>Number of competencies developed by students as a result of using active methodologies in each of the works analyzed in this systematic review. Aldaur and Perez [<a href="#B42-mti-08-00050" class="html-bibr">42</a>], García Peñalvo et al. [<a href="#B41-mti-08-00050" class="html-bibr">41</a>], Cleveland and Leger [<a href="#B40-mti-08-00050" class="html-bibr">40</a>], Masegosa et al. [<a href="#B39-mti-08-00050" class="html-bibr">39</a>], Aires et al. [<a href="#B38-mti-08-00050" class="html-bibr">38</a>], Morais et al. [<a href="#B37-mti-08-00050" class="html-bibr">37</a>], García et al. [<a href="#B36-mti-08-00050" class="html-bibr">36</a>], Crisol-Moya et al. [<a href="#B35-mti-08-00050" class="html-bibr">35</a>], Benavent et al. [<a href="#B34-mti-08-00050" class="html-bibr">34</a>], Sánchez-Romero et al. [<a href="#B33-mti-08-00050" class="html-bibr">33</a>], Da Silva et al. [<a href="#B32-mti-08-00050" class="html-bibr">32</a>], Jones et al. [<a href="#B31-mti-08-00050" class="html-bibr">31</a>], Estriegana et al. [<a href="#B30-mti-08-00050" class="html-bibr">30</a>], Aires et al. [<a href="#B29-mti-08-00050" class="html-bibr">29</a>], Moreira et al. [<a href="#B28-mti-08-00050" class="html-bibr">28</a>].</p> "> Figure 3
<p>Most commonly used active methodologies.</p> "> Figure 4
<p>Analysis of the relationship between active methodologies and developed competencies (identified by the blue edge).</p> "> Figure 5
<p>Bibliometric network generated with the VOSviewer software containing the principal co-occurrence terms from the analyzed sample of articles.</p> ">
Abstract
:1. Introduction
2. Theoretical Foundations
2.1. Active Learning
2.2. Problem-Based Learning
2.3. Project-Based Learning
2.4. Flipped Classroom
2.5. Game-Based Learning, Gamification, and Serious Games
2.5.1. Gamification
2.5.2. Serious Games
3. Materials and Methods
- Do active methodologies favor learning and motivation among computer science students?
- Which active methodologies have been implemented as teaching and learning strategies in the field of computer science?
- What instruments have been used to validate active methodologies within the teaching–learning process in the field of computer science?
3.1. Identification
3.2. Screening and Eligibility
- Works published between 2019 and 2024.
- Articles in Spanish and English.
- Works directly related to the search terms according to the research questions.
- Works published before 2019.
- Articles in languages other than Spanish or English.
- Works not directly related to the search terms according to the research questions.
- Duplicate works.
3.3. Inclusion
4. Results
5. Discussion
5.1. Collaborative and Participative Learning
5.2. Problem-Based Learning
5.3. Flipped Classroom
5.4. Game-Based Learning, Gamification, and Serious Games
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Source | No. of Articles Extracted |
---|---|
Scopus | 40 |
Google Scholar | 37 |
Web of Science | 10 |
Total | 87 |
Source | No. of Selected Articles |
---|---|
Scopus | 5 |
Google Scholar | 7 |
Web of Science | 3 |
Total | 15 |
Database | Document Type | Publication Year | Authors | Research Title |
---|---|---|---|---|
Scopus | Research article | 2019 | Moreira et al. [28] | ECLECTIC as a learning ecosystem for higher education disruption |
Scopus | Research article | 2021 | Aires et al. [29] | Active Methodologies in Incoming Programming Classes |
Scopus | Research article | 2021 | Estriegana et al. [30] | Analysis of Cooperative Skills Development through Relational Coordination in a Gamified Online Learning Environment |
Scopus | Research article | 2021 | Jones et al. [31] | Metodologías activas para la enseñanza de programación a estudiantes de ingeniería civil informática |
Scopus | Research article | 2022 | da Silva et al. [32] | A second experimental study the application of a teaching plan for the algorithms subject in an undergraduate course in computing using active methodologies |
Google Scholar | Research article | 2019 | Sanchez-Romero et al. [33] | Design and Application of Project-Based Learning Methodologies for Small Groups Within Computer Fundamentals Subjects |
Google Scholar | Research article | 2020 | Benavent et al. [34] | Clase invertida en asignaturas de programación usando la plataforma de e-learning Moodle |
Google Scholar | Research article | 2020 | Crisol-Moya et al. [35] | Active Methodologies in Higher Education: Perception and Opinion as Evaluated by Professors and Their Students in the Teaching–Learning Process |
Google Scholar | Research article | 2021 | García et al. [36] | Improvement of learning outcomes in software engineering: active methodologies supported through the virtual campus |
Google Scholar | Research article | 2021 | Morais et al. [37] | Improving student engagement with Project-Based Learning: A case study in Software Engineering |
Google Scholar | Research article | 2023 | Aires et al. [38] | Using the methodology problem-based learning to teaching programming to freshman students |
Google Scholar | Research article | 2024 | Masegosa et al. [39] | Learning Styles Impact Students’ Perceptions on Active Learning Methodologies: A Case Study on the Use of Live Coding and Short Programming Exercises |
Web of Science | Research article | 2020 | Cleveland & Leger [40] | A Collaborative Learning Strategy in an MIS Development Course Using Case Method in Engineering in Information and Management Control |
Web of Science | Research article | 2021 | García Peñalvo et al. [41] | Planning, communication and active methodologies: Online assessment of the software engineering subject during the COVID-19 crisis |
Web of Science | Research article | 2023 | Aldalur & Perez [42] | Gamification and discovery learning: Motivating and involving students in the learning process |
Authors | Active Methodology Type | Acquired Knowledge | Developed Competencies |
---|---|---|---|
Moreira et al. [28] | Group projects Peer review and teaching | Participation and integration of group work dynamics Information analysis to solve problems | Information literacy Communication Digital content creation Problem solving |
Aires et al. [29] | Problem-based learning | Programming concepts Developing an app on a smartphone | Teamwork Problem solving |
Estriegana et al. [30] | Virtual learning environments Gamification Active and collaborative learning | Simplification and simulation of circuits Karnaugh maps Analysis and synthesis of circuits Logic gates and integrated circuits | Increased interaction and dialogue among students Teamwork Development of cooperative and social skills Effective, timely, and frequent communication among students |
Jones et al. [31] | Problem-based learning Pair programming Manual tracing of code | Programming language concepts | Development of skills to understand and remember programming concepts |
Da Silva et al. [32] | Virtual learning environments Coding Dojo Gamification Problem-based learning Flipped classroom Serious games | Basic concepts on algorithms | Improvements in learning |
Sánchez-Romero et al. [33] | Problem-based learning Flipped classroom | Fundamentals of computing Development of a digital calculator | Increased participation and effort |
Benavent et al. [34] | Flipped classroom | Programming exercises | Teamwork |
Crisol-Moya et al. [35] | Seminars Practical classes Tutorials | Interdisciplinary learning | Research skills Collaborative work |
García et al. [36] | Problem-based learning Flipped classroom | Software engineering concepts | Academic performance |
Morais et al. [37] | Problem-based learning | Programming language knowledge | Soft skills: teamwork, creativity, abstraction |
Aires et al. [38] | Problem-based learning | Programming language concepts Development of a calculator for a smartphone | Improvements in academic performance Teamwork |
Masegosa et al. [39] | Live coding Programming exercises | Understanding and retention of programming concepts Analysis and reflection of information Active participation | Understanding of object-oriented programming concepts Problem solving Teamwork |
Cleveland & Leger [40] | Case method Collaborative learning | Skill development and responsibility | Development of technical skills Soft and personal skills Autonomy and protagonism in learning |
García Peñalvo et al. [41] | Autonomous learning Collaborative learning Flip teaching approach Project-based learning (PBL) | Software engineering knowledge | Adaptability to technological environments |
Aldalur & Perez [42] | Gamification Discovery learning | Software engineering concepts | Motivation and participation Research skills Creativity and imagination Practical application of knowledge Teamwork |
Authors | Research Type | Types of Evaluation | Learning Environment |
---|---|---|---|
Aires et al. [29] | Qualitative | Empirical | Classroom |
Estriegana et al. [30] | Quantitative | Surveys | Virtual platform |
Jones et al. [31] | Mixed | Surveys based on Bloom’s taxonomy | Not specified |
Da Silva et al. [32] | Quantitative | Statistical analysis | Virtual platform |
Sánchez-Romero et al. [33] | Mixed | Empirical and statistical analysis | Laboratory and classroom |
Benavent et al. [34] | Mixed | Empirical and statistical analysis | Classroom, laboratory, and virtual platform |
Crisol-Moya et al. [35] | Quantitative | Questionnaires Pilot tests Reliability analysis Expert reviews | Not specified |
García et al. [36] | Quantitative | Statistical and comparative analysis | Classroom and virtual platform |
Morais et al. [37] | Qualitative | Qualitatively designed surveys and comparative analysis | Classroom |
Aires et al. [38] | Qualitative | Surveys | Classroom |
Masegosa et al. [39] | Quantitative | Questionnaires Statistical analysis Exercises | Classroom |
Cleveland & Leger [40] | Qualitative | Ad hoc questionnaire Questionnaire from the Center for Methodological and Technological Innovation Satisfaction survey | Course |
García Peñalvo et al. [41] | Mixed | Questionnaires Statistical analysis | Virtual platform |
Aldalur & Perez [42] | Mixed | Surveys | Classroom |
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Córdova-Esparza, D.-M.; Romero-González, J.-A.; Córdova-Esparza, K.-E.; Terven, J.; López-Martínez, R.-E. Active Learning Strategies in Computer Science Education: A Systematic Review. Multimodal Technol. Interact. 2024, 8, 50. https://doi.org/10.3390/mti8060050
Córdova-Esparza D-M, Romero-González J-A, Córdova-Esparza K-E, Terven J, López-Martínez R-E. Active Learning Strategies in Computer Science Education: A Systematic Review. Multimodal Technologies and Interaction. 2024; 8(6):50. https://doi.org/10.3390/mti8060050
Chicago/Turabian StyleCórdova-Esparza, Diana-Margarita, Julio-Alejandro Romero-González, Karen-Edith Córdova-Esparza, Juan Terven, and Rocio-Edith López-Martínez. 2024. "Active Learning Strategies in Computer Science Education: A Systematic Review" Multimodal Technologies and Interaction 8, no. 6: 50. https://doi.org/10.3390/mti8060050
APA StyleCórdova-Esparza, D.-M., Romero-González, J.-A., Córdova-Esparza, K.-E., Terven, J., & López-Martínez, R.-E. (2024). Active Learning Strategies in Computer Science Education: A Systematic Review. Multimodal Technologies and Interaction, 8(6), 50. https://doi.org/10.3390/mti8060050