45 lines
5 KiB
BibTeX
45 lines
5 KiB
BibTeX
@inproceedings{10.1145/3481282.3481294,
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author = {Mitchell, Alexander and Greer, Terry and New, Warwick and Walton-Rivers, Joseph and Watkins, Matt and Brown, Douglas and Scott, Michael James},
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title = {Student Perspectives on the Purpose of Peer Evaluation During Group Game Development Projects},
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year = {2021},
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isbn = {9781450385688},
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publisher = {Association for Computing Machinery},
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address = {New York, NY, USA},
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url = {https://doi.org/10.1145/3481282.3481294},
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doi = {10.1145/3481282.3481294},
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abstract = {Being able to work well in a team is valued in industry and beyond. As such, many university educators strive to help their students to collaborate effectively. However, it is typically the case that more than ad-hoc experience is needed to master teamwork. Often, students need to become reflective practitioners who learn from their experiences and enact change. Self and peer evaluation can help evoke such reflection. However, the facilitating conditions for effective learning from peer evaluation during group projects in computing are not yet well-defined. This research is an initial step in identifying these conditions. In this study, students engaged in a long-term multidisciplinary software engineering project in which they produced a digital game. They completed regular exercises in which they reflected upon and wrote about their contributions to the project as well as those of their peers. Thematic analysis of 200 responses to an open-ended question about the purpose of these exercises illustrated student perspectives: giving and receiving feedback; prompting personal reflection and improvement; supporting supervision; aiding marking; informing project planning and management; exploring and reshaping group dynamics; improving project outputs; providing a system to hold group members accountable; and giving a sense of safety to raise issues without repercussion. Giving consideration to these differing perceptions will help educators to address student concerns about group projects, notably standardisation, workload efficiency, and fairness, and will lay the foundations for a model of peer evaluation which improves teamwork.},
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booktitle = {Proceedings of the 2021 Conference on United Kingdom \& Ireland Computing Education Research},
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articleno = {7},
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numpages = {7},
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keywords = {Teamwork, Student Team Projects, Software Development, Project-based Learning, Peer Review, Peer Rating, Peer Evaluation, Peer Assessment, Group Work, Collaborative Learning},
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location = {Glasgow, United Kingdom},
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series = {UKICER '21}
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}
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@inproceedings{10.1145/3555009.3555021,
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author = {Mitchell, Alexander and Scott, Michael and Walton-Rivers, Joseph and Watkins, Matt and New, Warwick and Brown, Douglas},
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title = {An Exploratory Analysis of Student Experiences with Peer Evaluation in Group Game Development Projects},
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year = {2022},
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isbn = {9781450397421},
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publisher = {Association for Computing Machinery},
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address = {New York, NY, USA},
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url = {https://doi.org/10.1145/3555009.3555021},
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doi = {10.1145/3555009.3555021},
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abstract = {Collaborative projects are commonplace in computing education. They typically enable students to gain experience building software in teams, equipping them with the teamwork skills they need to be competitive in the labour market. However, students often need encouragement to reflect upon and synthesise their experience to attain the most learning. Peer evaluation offers one such approach, but the conditions which facilitate effective peer evaluation have not yet been established. This paper seeks to provide insight into student experiences with peer evaluation. It builds upon prior qualitative work, analysing quantitative data collected through a questionnaire taken by undergraduate students on a collaborate digital game development module. An exploratory factor analysis identifies seven dimensions of variance in the student experience: perceived impact; arbitrary influence; inconsistency; team cohesiveness; assessment pressure; ease and professionalism. Correlation analysis suggests some factors such as arbitrary influence, team cohesion, assessment pressure, and professionalism are associated with attained learning, whilst factors such as inconsistency and onerousness are not. This informs the development of a conceptual framework, suggesting focuses which facilitate effective peer evaluation. Expanding this conceptual framework and validating it across different demographics, contexts, and project types are suggested as avenues for further investigation.},
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booktitle = {Proceedings of the 2022 Conference on United Kingdom \& Ireland Computing Education Research},
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articleno = {11},
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numpages = {7},
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keywords = {Assessment, Collaboration, Evaluation, Peer, Project-based Learning, Rating, Review, Software Development},
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location = {Dublin, Ireland},
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series = {UKICER '22}
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}
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@misc{Amutri,
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address = {{Amutri Ltd, Launchpad, Penryn, Cornwall, UK, TR10 9FE}},
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author = {{Amutri Ltd}},
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title = {{Amutri}},
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year = {2025},
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url = {https://www.amutri.com/},
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urldate = "2026-14-04",
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note = "Accessed: 2026-14-04"
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}
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