1. “Working together, they get
the job done”
A look at how a large student team took on an
industry standard project
2. Who we are
Ralph Ferneyhough
Senior Lecturer
Games Development
Lee Beever
Lecturer
Games Development
3. Introduction
Last Year
A New Challenge
The Setup
Back to Herding Cats
The Result
Problems… and insights
Conclusion
4. Last Year
Why we did group work
What problems we encountered
Strategies for fitting group work into University
Is it worth it? A definite Yes.
Slides are still available:
https://www.slideshare.net/
RalphFerneyhough/
herding-cats-65831116
5. A New Challenge
CO5019 – Experiential Learning for Computing
Designed to provide a Work Based Learning equivalent
Games students already experienced in group work
Needed to do something different for them
Overhaul of next year’s Level 5 group work imminent
Decided to try a “dummy run” concept…
Fifteen students. One group project. Fifteen students. One survivor.
6. The Setup
Brief:
“Develop a mobile/web game prototype which could
promote the Games Development course, and the University
of Chester as a whole.”
One team – three sub-teams
Design and Production
Programming
Art and Content creation
7. Back to Herding Cats
How to manage this process:
Academically
Assessment by portfolio
Team/Sub-team mentors
Professionally
Kanban and Scrum – especially with a larger team
Set standards and expectations high (i.e. industry level)
8. Industry Tools
Hack’n’Plan & Trello
Schedule and Planning tools
Band
Communication Tool
Source Control (SVN)
Very specific to software development
Collaborative documentation
E.g. Google Docs
12. Problems…
Different enthusiasm levels
Very dynamic leader with high standards
Art of delegation and trust
Can be an issue with peers and friends / respect
Fast start… not sustained
Workload became excessive leading to burnout in some
Freeloaders – but not as much as last year –strong leader?
Source control was hard to use
Reflective reports are still not handled well
13. …and Insights…
Students can produce some excellent work!
Our decision to set the project was effective
However, it isn’t all about outcome, but the process
Management (Tutors) needs to be hands on at times
“Sticks” – penalties, warnings (marking criteria essential)
“Carrots” – Prototype taken to MRA
Marking always needs to reflect the individual
Students need space to fail and learn
14. …more Insights
For subjects like this, can be a more effective experience than a
WBL placement
The output of this single team was at least as good as three
separate teams from the previous year
Occasionally some students were isolated from the group
Atmosphere was better – team generally had fun
Work was focused into correct sub-teams and therefore more
distributed
Each “specialist” had more support and backup
Friendly competitiveness
15. Conclusion
All the problems and insights are typical of working life
Excellent experience for the students
They get to understand things aren’t always perfect
Helps beat the “snowflake” culture – students learn their
opinion isn’t always right, and have to compromise
Building student resilience
This kind of project is ideal for portfolios
16. Thanks
With thanks to:
Adam Hughes, Informatics Centre Manager
Matt Griffiths, Games Team Mentor
James, Kate and Neil in the IC