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A Hybrid Approach to Projects in Gaming Courses

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1 A Hybrid Approach to Projects in Gaming Courses
Amber Settle DePaul University joint work with Joe Linhoff and André Berthiaume GDCSE March 2, 2008

2 Necessity of group projects
Group projects are ubiquitous in computer science education, and computer game development in particular: Game development is a team effort Students must be able to develop games of a large size and complexity Students need quality demos to showcase their abilities to employers Achieving these goals without the use of group projects is difficult

3 An impossible balance? Instructors have many goals in the classroom:
Conveying technically-challenging material Providing experience with structured programming processes Encouraging student creativity Maintaining student morale Good use of group projects requires: Instruction about interpersonal skills Encouragement of positive interdependence Reflection on the group process There is only so much time in the semester/quarter!

4 A hybrid approach Individual projects early in quarter
Cumulative or independent projects Build individual competency with an emphasis on preparing for group work Comprehensive final project Required or optional team work Produce a large, fully-functional product with the tools used throughout the quarter

5 DePaul CTI School of Computer Science, Telecommunications, and Information Systems (CTI) 1000 undergraduates/2000 graduate students 14 Bachelors degrees/15 Masters degrees Quarter system: 10 weeks plus 1 week for final exams Particularly relevant programs: Computer Games Development In existence since Computer Science Downward trend stabilizing (Tied for) 2nd largest program(s) with 150 majors (each)

6 Courses GAM 244: Game Development I GAM 374: Action Games Programming
2D Game design and development Tool: Game Maker GAM 374: Action Games Programming Prerequisite: Two quarters of C++ Tools: C++ and OpenGL Both count as major requirements in Computer Science and Computer Games Development Approach to projects differs in each course

7 GAM 244: Game Development I
Freshman-level course Exposure to entire game development cycle (idea  specification  implementation) Taken by many CTI majors, including Digital Cinema Interactive Media Information Technology 2D games using Game Maker

8 GAM 244: Course structure Four projects that are fully-functional, individually created games Single-level game Multi-level game Functional prototype Complete design document and implementation Final project completed by a team

9 GAM 244: Final project One quarter of the final individual projects are chosen as final projects by instructor How well is game presented in design document? How much can the game be expanded? How well did the implementation represent the design document? Project teams are formed (Mostly) self-selected with a maximum of 4 people Led by the person who created the game

10 GAM 374: Action Games Programming
Junior/senior level course Computer Science Computer Games Development 3D games using C++ and OpenGL Other course tools Source control Educational game engine (instructor-created) A wiki

11 GAM 374: Course structure Fall 2006 Fall 2007
Seven individual, independent projects Final project with optional team formation Fall 2007 Three mini-games interspersed between projects Pull the independent skills together in one deliverable

12 Benefits Provides detailed knowledge about students’ strengths and weaknesses early in quarter Reward for strong students to have game chosen for final project Recognition by the instructor/fellow students Chance to lead a team Can be a punishment … Identified team leader provides structure

13 Drawbacks Less time spent working as a team
Efficiency Team dynamics Data only weakly supports anecdotal benefits GAM 244: 57% raised score on final; 43% lowered score GAM 374: 47% joined a team; final project scores equal average of strongest student 53% worked alone; final project scores dropped from individual projects

14 Problems with the metric
Current metric: Individual grades versus team grades No measurable data about individual student contribution to the group No data about students’ backgrounds Do the individual projects develop skills used in the group project? How much are students using pre-existing skills? No data about students’ experience with and attitudes toward group projects No measurement of (perceived) team efficiency

15 A promising change GAM 374: Action Games Programming Fall 2006
53% of students worked alone on final project Lack of team efficiency on final project Fall 2007 (Change: mini games added) 93% of students worked on teams for final project Students were more efficient on final project Mini games brought the ideas together

16 Future work Find a better metric Refine individual projects
Individual contribution to the project Background Attitudes toward group projects Efficient application of skills Refine individual projects Integration of skills


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