This document discusses group work assessment and challenges in three sections. It begins by outlining reasons for doing group work, such as developing job-relevant skills, and common problems that arise like freeloading members and assigning fair grades. Several solutions are proposed, including clear expectations, tracking individual contributions, and incorporating peer reviews. Benefits of group work are then highlighted, like improved engagement and soft skills. The document concludes that while group work causes issues, it is worthwhile for building student resilience and employability.
3. Who we are
Ralph Ferneyhough
Senior Lecturer
Games Development
Adam Hughes
Informatics Centre Manager
Department of Computer Science
4. Background
Ralph Ferneyhough
Game developer for 20 years – 17 LEGO games
Now programme leader for Games Development BSc
Two group-work modules – CO4036 and CO5016
Adam Hughes
Experienced team manager & PRINCE2 practitioner
Manager of the Informatics Centre
Module lead for CO5019 – and future Software Engineering
5.
6. Introduction
Why do group work?
What problems does it cause?
Can we solve those problems?
Exploration and reflection with insights
Please join in!
Not every question has an answer! (Sorry…)
This isn’t theory – this has all happened
Conclusion - Is it all worth it?
7. Why do we do it
Students want to have relevant work to place in their
portfolios
“There is nothing that shows a graduate can hit the ground running more
than having completed and made available games project[s].” (TIGA,
2014)
Inability to find real industry placements
“…just 21 per cent of people in the UK games industry have undertaken
work experience prior to entering the sector.” (Develop Online, 2015)
Tangible results
Transferable skills
Consolidation – students can apply all skills
10. Team Selection
Many options, including:
Random
Pre-selected
Self selection
Seeding
Pair and Pair
There will always be non-conformist student(s)
Accept this reflects real-life
} These two work well for us
11. Freeloaders
People who rely on their team to “get them through”
Get teams to make team rules, possibly a team leader
Encourage teams to sort it… but be prepared to step in
Keep it in mind when setting marking criteria
Attendance rules (derogation needed)
12. Recognising contribution
Use mentoring / team primary contact for large groups
Peer reviews (they make great reading!)
Team updates on a weekly basis
Get teams to sign off the entire report
Task tracking (e.g. JIRA) / Hours recording
Make use of individual assessment components
13. Assignment Briefs
Decide if you are marking the end result?
Or the process of teamwork?
A combination of both is probably realistic
Portfolio of evidence as primary submission
Don’t have too much to mark (my mistake!)
Secondary component which is individual in nature
14. Marking Criteria
Clear indication of where the marks are going
Clear distinction between individual and group marks
Consider how to recognise individual effort…
…and to penalise poor engagement
Group marking using peers / mentors / clients
Establish how late work penalties will be applied
15. Student Teamwork
Clearly set expectations (and rules!)
Anchor this to real-life expectations
Guest lectures – students often won’t listen to lecturers!
“Disciplinary” system
16. Communication
Impress the important of communication
No team can function if they don’t talk to each other
Teams need to agree their own strategy
Facebook, WhatsApp, Yammer can all work
Hands-off monitoring can work…
… but students will tend to avoid formal systems
17. Team Conflicts
To be expected!
Caused by lack of experience
Can actually provide a better learning experience
Try formative groups first so they can find their feet
Remember – let teams try to sort it first (the rules)
Step in when necessary – don’t let it kill a team
18. Failure
Also to be expected! (Hopefully not too often)
Usually more of an issue with end-result marking
Reflective portfolios can turn a failure into a success
Use problems as action learning drivers
20. Benefits
Satisfaction / Sense of achievement
High student engagement
Even problems give good experience
Practical portfolio contributions
Transferable / “Soft” skills
Takes students out of their comfort zones
Real world relevance
21. Is it worth it?
Yes!
Do not be afraid of group work
It is worth the “pain” to develop resilience and
employability in your students
22. Feedback (CO5019)
“I don't usually give feedback in relation to modules and
teaching but I feel in this instance I should. The main positive
feedback I can give is how organized the module was as well
as how hands on the staff members were. You felt very
welcomed and part of a community unlike the other modules
were you were just there to learn and do the work provided.”
“I can honestly say I am much more optimistic about working
a full time job now.”
“…really enjoyed the module, thanks for the all the help the IC
have given us. It's much appreciated and hopefully we'll see
you next year.”
23. Feedback (continued)
“Just wanted to say thank you very much to you and the team
in the informatics centre. I have thoroughly enjoyed the last
six weeks and I feel I have progressed my professional and
technical skills. I would happily promote Experiential
Learning to the students that have the option of doing it next
year. Again thank you very much and have a good summer, ill
hopefully see you next year!”
“I just wanted to say thanks for organising this module, it's
been really enjoyable and made it feel like it was actually
worthwhile to come into university every day. This has
without doubt been the most worthwhile module so far.”
26. The plan
Our primary target was to simulate a games
development company:
Create teams mirroring a real studio
Seeded each team with a first member, who picked a colleague
Rest of team selected at random
Project briefs to create games which could go to market
as promotional apps
Shell – to promote a new fuel type
Jack Daniel’s – to promote new flavours
easyJet – to promote new frequent flyer programme
….
27. The plan (continued)
A proper relationship between clients and the team
Formal presentations
Communications restricted
Working hours and responsibilities to match those found in
a real business
Taught methodologies such as Scrum & Kanban
Industry support
Talks and presentations from industry
Industry mentoring and feedback
Most importantly, students were entirely responsible for
their team’s final product
28. Keeping it real
We further attempted to keep them on their toes by:
Changing the project specification part way through
Introducing some project creep
Resilience checks – backups, source control etc.
Disciplinary actions
Hours control and timesheets
Client requests arriving outside of working hours
Extra work – e.g. marketing and promotional materials
Making some work redundant
Added a testing environment (which happened to be Open Day!)
Wrap party – complete with pizza!
34. Student engagement
• Asking for feedback verbally throughout module about
Work practices
Presentations and how they went
Response to negative events – e.g. extra and redundant work
• Final presentation to clients
• Exit interviews with tutors
• Peer reviews
Highly critical of each over (especially working hours)
Showed that working in teams can be hard
• Module evaluation forms
• Student engagement panel - ongoing
35. Student opinions
“I like how the module taught us to be more self reliant as this is
a much needed skill for indie development”
“What I enjoyed most about this module is the freedom we had to
organise everything independently as a team and making sure
that we completed the tasks on time”
“A couple of the team members were quite annoying so it was
unfortunate that we didn't get to choose the group, but then that’s
the same in a real life situation”
“I think the team leader should have the ability to be able to sack
disruptive people from their team”
“A small number of students were coming and going as they
pleased, with little respect being shown to those actually working
during the set hours”
Editor's Notes
Achievement – see session C2 – featured input from Adam and I
Soft Skills – see session C4 later today