Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
The art and science of game programming
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Students teaching students: incorporating presentations into a course
Proceedings of the 38th SIGCSE technical symposium on Computer science education
A games first approach to teaching introductory programming
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Lightweight preliminary peer review: does in-class peer review make sense?
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Challenging the advanced first-year student's learning process through student presentations
Proceedings of the third international workshop on Computing education research
Bridging the gap: balancing faculty expectations and student realities in computer gaming courses
Future Play '07 Proceedings of the 2007 conference on Future Play
Process improvement of peer code review and behavior analysis of its participants
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Struggles of new college graduates in their first software development job
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Multidisciplinary students and instructors: a second-year games course
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Exploring studio-based instructional models for computing education
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Novice software developers, all over again
ICER '08 Proceedings of the Fourth international Workshop on Computing Education Research
Operating a computer science game degree program
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Integrating pedagogical code reviews into a CS 1 course: an empirical study
Proceedings of the 40th ACM technical symposium on Computer science education
Fabrication: a tangible link between computer science and creativity
Proceedings of the 40th ACM technical symposium on Computer science education
Proceedings of the ACM 2009 international conference on Supporting group work
Addressing industry issues in a multi-disciplinary course on game design
Proceedings of the 4th International Conference on Foundations of Digital Games
Quality of peer assessment in CS1
ICER '09 Proceedings of the fifth international workshop on Computing education research workshop
Studio-based learning in CS2: an experience report
Proceedings of the 46th Annual Southeast Regional Conference on XX
A review of studio-based learning in computer science
Journal of Computing Sciences in Colleges
Emergent themes in a UI design hybrid-studio course
Proceedings of the 43rd ACM technical symposium on Computer Science Education
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Jobs in the computing field demand communication and teamwork skills in addition to programming skills. Focus at the undergraduate level needs to be shifted towards developing these collaborative skills to enable a more smooth transition into employment in industry. The University of Victoria is in its second year of offering a course on game design. In the first offering, new activities were introduced to address issues identified by recent studies on university graduates entering industry. We focused on integrating cooperative learning, group orientation, and peer review activities into the game design process. The course attracted students across multiple disciplines, and an analysis indicated increased student interest in pursuing a computer science degree. Unfortunately, the same pre- and post-surveys suggested that our collaborative activities may have resulted in a decrease in student interest regarding course work and in pursuing studies in game design. In this paper we report on how we used a studio-based pedagogical approach to restructure the peer review activities in our course. In our previous offering, students received peer feedback only on their final game presentation. In our latest offering, we integrated peer review activities into every step of the game development process, allowing students to refine their ideas while progressing through a game project. A quantitative analysis informs us that our refined peer review activities were successful in increasing student presentation confidence, sense of community, and excitement towards their course projects.