Motivating Students through Group Project and Open-Notes Examination Ian Smith

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Motivating Students through Group Project and Open-Notes Examination Ian Smith School of Computing, Napier University, Edinburgh Abstract The case study is based on Learning, Teaching and Assessment (LTA) practice developed over the last few years at both undergraduate and postgraduate levels. Reference will be made to empirical data gleaned from examination boards and student feedback from the module review process. The paper will discuss a level 7 module, Object-Oriented Multimedia Design & Development and a level 4 module, Advanced Digital Media. The LTA approach integrates assessment and feedback into the overall learning experience. Formative feedback on the group project assessment is provided on a weekly basis, with the summative feedback incorporated into the examination preparation. The open-notes/open-book examination is based on topics of directed study introduced through the lecture series and supported through a virtual learning environment (VLE). The LTA approach has been demonstrated to have a positive impact on student engagement and individual achievement. Background and Context In 2000 it was noted that a high percentage of the students studying the MSc in Multimedia and programme offered by the School of Computing at Napier University were having difficulty with software engineering modules. The programme is unique within the School of Computing in that it attracts a majority of students whose first degree is BA, rather than BSc or BEng. Our experience within the School of Computing, and that of other institutions [1], is that in general students from liberal arts backgrounds have difficulty in learning software engineering. This was a concern with respect to engagement and student achievement. In June 2001, as part of a major revision of the MSc Multimedia & programme a new module Object-Oriented Multimedia Design & Development (OOMDD) was conceived to address the issues. 1 Object-Oriented Multimedia Design & Development (OOMDD) The module endeavours to provide an enhanced learning experience to encourage students to take responsibility for their own learning; engage in active learning and student interaction; and develop as autonomous learners [2]. 1.1 Rationale The module has been designed to provide an enhanced learning experience that develops knowledge, skills and attitudes with respect to the development of interactive multimedia applications through a culture that values enquiry, investigation, research and reflection. The learning and assessment engenders key employability skills, A project coursework provides students with the opportunity to design and implement an interactive multimedia application to their own specification that develops employability skills: creative problem solving, design, planning, organisation, and time management. A critical report develops employability skills: communication, organisational, presentation Group work develops employability skills: teamwork, leadership, negotiation, communication and management. 1.2 Delivery The module utilises a traditional lecture / tutorial / practical format supplemented with webbased resources. In addition students are expected to do further reading, both directed and independent. The required text Using UML: Software Engineering with Objects and 1

Components [3] is available for reference during the open-book exam at the end of the module. 1.3 Learning Support and Feedback Each week the students have the opportunity of attending a supervised 1-hour tutorial session where the module tutor and experienced demonstrators are in attendance to provide technical support and answer queries. 1.3.1 Group work The students form themselves into groups of three in week 1. The module tutor meets each student group for 15 minutes every two weeks to provide formative feedback on the progress of their projects. The meetings are scheduled to meet the needs of the students and a record is kept with counselling given to any group that fails to attend. Small group activity brings the students together, encouraging peer support and engendering engagement. On completion of their projects, feedback on the coursework is provided via a feedback sheet and discussed during individual group conferences timetabled to facilitate exam preparation. 1.3.2 Learning Resources All of the required teaching materials can be accessed from the virtual learning environment (VLE). This also includes links to web sites of interest, electronic copies of the module organiser, handouts, coursework specifications and additional materials. Additional resources are available from the Multimedia & Resource Centre developed by the author, with specific pages dealing with object oriented analysis & design [4]. 1.4 Assessment Biggs [6] proposed that the assessment must align with the learning objectives of a course to encourage deeper learning. The module descriptor establishes a direct mapping of the module learning outcomes to the assessment strategy. The assessment for the module comprises both a coursework and an examination. The coursework assessment is developed as a group project and as a consequence produces homogeneous results; therefore an examination is included to allow the student to demonstrate individual learning. 1.4.1 Coursework As a member of a group, the students are tasked to develop a game or an interactive simulation to their own design and specification suitable for implementation on the WWW. The students are supplied with materials on game design. Each group is required to produce a detailed object-oriented design model from a requirements specification, using object-oriented analysis and design methods; develop a prototype from the object-oriented design model, using Macromedia Flash MX; and provide a critical evaluation of the object-oriented design incorporating reference to additional reading, and alternative methods and solutions. The students determining and managing their own projects encourage ownership of the assessment and learning process. Group projects enhance employability skills [6,7] such as: teamwork, leadership, creative problem solving, design, communication and management. Deep Learning is encouraged, as the student is required to engage in active learning and student interaction in addition to taking responsibility for their own learning and assessment. However, group work can allow students to be awarded marks based on the work of others if appropriate measures are not introduced. Therefore, procedures were introduced to allow individual submission in the event of a complete breakdown of a group. Essay-based coursework further develops employability skills [6,7] such as: communication, organizational and presentation. Deep Learning is encouraged, as the student is required to demonstrate a range of higher cognitive abilities in developing the critical report that in turn encourages the student to become a reflective practitioner. 2

1.4.2 Open Book Examination As the coursework assessment is a group project it produces homogeneous results; to balance this, an examination is included to allow the student to demonstrate individual learning. Supervised assessments [6,7] are a secure method that minimise cheating and open book examinations assess critical thinking as opposed to memory. Deep Learning is encouraged, as the student is required to demonstrate a range of higher cognitive abilities. Many students perceive examinations as stressful, therefore appropriate preparation is provided via a 2 hour exam briefing and access to previous papers with worked solutions. A number of students ran out of time on the first delivery this was rectified by extending the exam from 2 to 3 hours to ensure that adequate time is available. 1.5 Discussion The Object-Oriented Multimedia Design & Development module has been delivered for two academic years and has been given positive criticism by both students by way of the module feedback questionnaires and external examiners at module boards. In academic year 2001/2002, Semester 2 with 77 students, the overall pass rate was 83%; the mean was 58; the standard deviation was 9.7; the Dbar 1 was 0.8; and 6 students (8%) gained distinctions ( 75%). Analysis indicated that individual student achievement correlated with their performance in the other modules studied during the same period. The learning, teaching and assessment approach in relation to the module outcomes proved to be effective, however the lecture sequence was changed to enhance learning and additional teaching and support materials were developed. In academic year 2002/2003, Semester 2 with 45 students, the overall pass rate was 78%; the mean was 59; the standard deviation was 14.8; the Dbar was 0.5; and 7 students (15%) gained distinctions ( 75%). Initial analysis indicated a positive correlation with individual student performance on other modules studied during the same period. The learning, teaching and assessment strategy for the module has proven to be successful but appeared to be no more than that of other modules studied by the students. Analysis of the exam results with another exam sat by the students during the same period indicated a positive correlation (r = 0.7) with no significant difference in the means. A comparison of the performance of students with that of another software engineering module again indicated a positive correlation (r=0.5) with no significant difference in the means. Though the approach is innovative and promotes student engagement no indication of improved student performance seemed to be apparent. However further scrutiny of overall student achievement highlights significant differences between the modules taken by the 41 full-time students during the academic year 2002/2003 as shown in Table 1. Though individual student performance was comparable, the number of students submitting assessments varied dramatically across the modules. The students were more likely to submit assessments for the Multimedia & modules (95%) than the Software Engineering (SE) modules (73%). With respect to the percentage of students that passed the assessment once submitted, there is little difference across the teaching groups (MISD: 83%, SE: 79.5%) consequently students were more likely to successfully complete MISD modules (79%) rather than SE modules (57%) at the first attempt. These findings are consistent with the postulation that students from liberal arts backgrounds continue to have difficulty with software engineering and suggests that students only submitted if they anticipated passing. The validation of this theory could be reinforced through a similar study of students with a science or engineering background. 1 A method of comparing individual student results across modules to establish whether consistency occurs, 0 is ideal and within 4 is considered good. 3

% mark Module Semester Teaching Group Assessment submissions Total passed % submissions that passed % of total passes SD1 1 Software 30 (73.2%) 22 73.3% 53.7% Engineering (SE) DMIA 1 Multimedia & 38 (92.7%) 36 94.7% 87.8% PMDM 1 Multimedia & 40 (97.6%) 37 92.5% 90.2% ISD 1 Multimedia & 41 (100%) 34 82.9% 82.9% SD2 2 Software 19 (46.4%) 17 89.4% 41.5% Engineering (SE) OOMDD 2 Software 41 (100%) 31 75.6% 75.6% Engineering (SE) GP 2 Project 40 (97.6%) 36 90.0% 87.8% AISD 2 Multimedia & 37 (90.2%) 23 62.2% 56.1% Table 1: Achievement of 41 full-time students on MSc Multimedia & The OOMDD module, with a 100% submission contrasts favourably with the other software engineering modules, SD1 (73.2%) and SD2 (46.4%). OOMDD and SD2 are delivered concurrently thus allowing direct comparison. The performance of those students who submitted the assessments for both modules shows a positive correlation (r = 0.5) without any significant difference in means. Due to the lower level of submissions in SD2 only 41.5% of students passed, compared to a pass rate of 75.6% in OOMDD (Figure 1). The decision whether or not to submit was taken by both weak and strong students (Figure 1), and was independent of subject matter, teaching materials and lecturers. The only identifiable difference is the approach to Learning, Teaching and Assessment, specifically the enhanced learning experience. 100 OOMDD n=41 SD2 50 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 Individual students Figure 1: Comparison of individual student achievement in second semester software engineering modules (academic year 2002/2003) 4

There is no evidence that individual student performance was improved overall. However, the cohort under study demonstrated a higher pass rate when compared to similar modules. This can be attributed to a caring and supportive environment, developed to nurture and encourage achievement. 2 Advanced Digital Media (ADM) In June 2003 the LTA approach was integrated into a new level 4 module, Advanced Digital Media. As previously implemented with OOMDD, the module utilises a traditional lecture / tutorial / practical format supplemented with web-based resources. In addition students are expected to do further reading, both directed and independent 2.1 Assessment The assessment for the module comprises both a coursework and an examination. The coursework assessment is developed as a group project and as a consequence produces homogeneous results; therefore an examination is included to allow the student to demonstrate individual learning as individual grades from the module are used to determine final degree classification. 2.1.1 Coursework The coursework is considered by both external examiner and students as challenging and is soundly underpinned by prior learning. The students are tasked to develop an interactive DVD for the movie Living Dead in the School of Computing and an associated website featuring the flash-based game Zombie Resurrection: The Curse of the Computing Centre. Each group is required to storyboard and shoot a five minute movie; determine an appropriate requirements specification for both DVD and game; produce a detailed design model from the requirements specification, using a range of analysis and design methods; develop a prototype DVD from the design model; develop a prototype game from the design model, provide a critical evaluation of the design and development process. 2.1.2 Open Notes Examination The open-notes examination, comprising 3 compulsory questions, is solely based on six topics of directed study that are introduced through the lecture series and supported through a virtual learning environment (VLE). The move towards open-notes was taken to encourage the students to better prepare for the examination by utilising techniques such as essay plans and mind maps. Analysis of the exam scripts confirmed that the students who developed and adhered to essay plans achieved the higher grades. 2.2 Discussion The Advanced Digital Media module was introduced for the first time in October 2003 to the BEng Multimedia Systems and BSc Multimedia Technology programmes, and was very highly ranked across all criteria in the student feedback survey (Table 2). It was perceived to be an enhanced learning experience and second only to the honours project for personal contribution. Advanced Digital Media Module Ranking (n=45) Media Computing Interactive Application Development* Computing & Society** Content 6 21 32 31 Administration 5 33 28 13 Learning 6 43 24 25 Feedback 4 1 33 38 Student contribution 2 27 32 25 *BEng only **BSc only Source: Student Feedback Survey, All School of Computing Modules, Semester 1 2003/04 Table 2: Ranking of modules studied by subject group in first semester 5

In academic year 2003/2004, Semester 1 with 27 students, the overall pass rate was 93%; the mean was 57; the standard deviation was 10.5; the Dbar 2 was 3.9; and 7 students (26%) gained merits ( 65%). Analysis indicated that individual student achievement correlated with their performance in the other modules studied during the same period. A comparison of student performance in similar examination assessments during the first semester of Advanced Digital Media indicated a positive correlation (r = 0.59) with no significant difference in the means. A comparison of student performance in the similar Media Computing module (examination 50%, coursework 50%) also indicated a positive correlation (r=0.5). However, further analysis determined a difference in cohort achievement of nearly five percentage points (Table 3). Both modules had very similar results with comparable numbers achieving merit passes. The key difference was a lower number of Fails in Advanced Digital Media (1 student) in comparison to Media Computing (3 students). Advanced Digital Media Media Computing Mean 57.3 52.6 Fails (Overall<40) 1 (3.7%) 3 (11%) Qualified fail (failed one component) 1* 1 Pass (Overall 40) 18 17 Merit (Overall 40) 7 6 * Student had an appeal for mitigating circumstances upheld at the Board of Examiners. Table 3: Comparison of cohort performance in similar first semester modules (academic year 2003/2004) The cohort under study comprised 27 students including significant numbers of other nationalities (26%: 2 Chinese, 5 French) and special learning needs students (11%: 2 Dyslexia, 1 Asperger Syndrome). All 7 other nationals passed Advanced Digital Media but 3 (1 Chinese, 2 French) failed Media Computing. The individual special learning needs had similar performances on both modules. The student who failed Advanced Digital Media gained a marginal pass in Media Computing (Student1, Figure 7). There is insufficient data to make any conclusive judgement but futures studies should further investigate the relationship between the LTA approach and the learning experience of students with English as a foreign language. Conclusions This paper has demonstrated that an enhanced learning experience can encourage students to take responsibility for their own learning and develop as autonomous learners. Student engagement was encouraged through active learning and collaborative learning. Regular feedback allows students to measure their progress, and the tutor to identify gaps in their knowledge. Student disengagement can be readily identified and prompt remedial action can be taken. Ensuring that the focus of the module is relevant to the students engenders engagement. The process of collaborative learning and peer support encourages the students to assist and take care of each other. This paper has described computing modules but the approach would be appropriate for any discipline, at both undergraduate and postgraduate level, where students are experiencing difficulties with subject matter and are disengaging from the learning process. 2 A method of comparing individual student results across modules to establish whether consistency occurs, 0 is ideal and within 4 is considered good 6

Future research will investigate the relationship between the LTA approach and the learning experience of students with language and cultural difficulties. References [1] Anderson, P. Bennedsen, J. Brandorff, S. Caspersen, M.E. and Mosegaard, J. Teaching Programming to Liberal Arts Students - a Narrative Media Approach. ITiCSE 2003 conference (Thessaloniki, Greece, University of Macedonia). ACM Special Interest Group in Computer Science Education (SIGCSE) (2003) [2] Little, D. Learner Autonomy. 1: Definitions, Issues and Problems. Dublin: Authentik (1991) [3] Stevens P., Using UML: Software Engineering with Objects and Components. Addison- Wesley (2001) [4] Multimedia & Resource Centre [WWW document] URL http://www.dcs.napier.ac.uk/~mm/ooad.htm [5] Biggs, J. Teaching for Quality Learning at University. Open University Press (1999) [6] Freeman, R. and Lewis, R. Planning and Implementing Assessment Kogan Page (1998) [7] Brown, S. and Knight, P. Assessing Learners in Higher Education Kogan Page (1998) [8] Yair, G. Reforming motivation: How the structure of instruction affects students' learning experiences. British Educational Journal, 26(2), 191 210. (2000) 7