Games:EDU:08 North: Jon Purdy

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    Games:EDU:08 North: Jon Purdy - Presentation Transcript

    1. Not all games graduates are created equal.. Sharing best practice - practical advice for games educators
    2. When ‘Booty’ isn’t enough
    3. Sharing best practice Workshop overview
      • Part 1
      • Steven Yau (EA)
        • Experiences of games education and getting into the games industry.
      • Gregor White (The University of Abertay Dundee)
        • 'you can lead a horse to water... '
      • Jon Purdy (The University of Hull)
        • Herding Cats… Organising and assessing student group work.
      • John Sear
        • Industrially focused group projects “Applied Game Development”
      • Part 2
      • Sharing Best Practice.
        • Split into three groups to discuss areas of best practice.
      • Report and Review.
        • Each group to present one or two novel ideas for the audience to take away and try.
      Sharing best practice Workshop overview
    4.  
    5. Herding Cats…
      • Organising and assessing student group projects.
      • Why bother?
      • “ Students’ portfolios should contain the outcomes from a team-based project to develop a computer game, demonstrating the ability to work in a team.”
        • Skillset accreditation document
    6. Organising and assessing student group projects.
      • The Problems (quotes from students)
        • The game we were making was too big..
        • One of the group did nothing..
        • Two of the group were really bad programmers, the code they did had to be rewritten, but they still got the same mark as the rest of us.
        • I didn’t want to work in a group so I did it on my own.
    7. Organising and assessing student group projects.
      • The Problems (Problems caused by specifications)
        • “form a group of between 1 and 6 to complete this coursework”
        • “design and build a game of your choice”
        • “ there is no formal class contact for this module – the game you produce must be demonstrated to the group at the end of term”
    8. Organising and assessing student group projects.
      • Golden rules for successful group game project.
      • Seven years MSc experience.
      • Three years final year BSc.
      • Split into
        • Group Selection
        • Group Management
        • Assessment
    9. Group Selection
      • Rule 1.
        • Never let students select their own groups
      • Rule 2.
        • Select groups on ability – don’t mix ability.
      • Rule 3.
        • Allow as little freedom in the product as possible.
          • Provide tech students with a design document.
          • Provide Design students with a very tight specification
    10. Group Management
      • Rule 1
        • Set major milestones
          • Get groups to define their weekly and final deliverables.
      • Rule 2
        • Monitor progress
          • Weekly presentations and progress reports
          • Play the role of an external publisher
      • Rule 3
        • Mix groups and sack group members if required
    11. Assessment
      • Rule 1
        • Use self assessment
          • Get groups to assess their product against their own planned deliverable – get them to give a mark.
      • Rule 2
        • Use group to group peer assessment
          • Get each group to assess each others work – rankings are good.
      • Rule 3
        • Use self and peer assessment within the group.
          • Get each group member to assess their own performance within the group.
          • Get each member to assess all the other group members.
          • Use individual interviews for this – don’t accept “we all did the same”.
    12. Herding Cats…
      • Conclusions
        • At the start of the project:
          • Give the students as little freedom as possible
        • At the end of the project:
          • Allow the students as much input into the assessment as possible.

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