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.
Online learning has become a widespread method for providing learning at different levels of education. It has facilitated the learning in many ways and made it more flexible and available by providing learners with more opportunities to learn information, further access to different learning resources, and collaboration rather than face-to-face learning. In spite of these benefits and rapid growth of online education, success and persistence in such courses is one the important aspects of online learning research and it relies on different factors. Therefore investigating the reasons of students' dropout of an online education course or program and its contributing factors is essential in this area. One of the most barriers in online learning system is lack of interactions. In learning, interaction between students themselves, with the course content, and course instructors is important for conveying information, enhancing teaching quality, give directions, and many more functions. The aim of this research is to review the literature to propose a clearer picture of studies have been conducted regarding online interaction and factors that impact it in online education systems.
Nondeterminism (ND) is a fundamental concept in computer science, and comes in two main flavors. One is the kind of ND that appears in automata theory and formal languages, and is the one that students are usually introduced to. It is known to be hard to teach. We present here a study, in which we introduced students to the second kind of ND, which we term operative. This kind of ND is quite different from the first one. It appears in nondeterministic programming languages and in the context of concurrent and distributed programming. We study how high-school students understand operative ND after learning the nondeterministic programming language of live sequence charts (LSC). To assess students' learning, we used a two-dimensional taxonomy that is based upon the SOLO and the Bloom taxonomies. Our findings show that after a semestrial course on LSC, high-school students with no previous experience with ND of either type, understood operative ND on a level that allowed them to create and execute programs that included nondeterminism on various levels and in various degrees of complexity. We believe that it is important to expose students to the two types of ND, especially as ND has become a very prominent characteristic of computerized systems. Our findings suggest that students can reach a significant understanding of operative ND when the concept is introduced in the context of a programming course.