Pedagogical Pattern #6
Round Robin Pattern

(Version 2.0)
Kent Beck & David Bellin
70761.1216@compuserve.com
dbellin@ncat.edu    dbellin@acm.org

Intent:

One of the most difficult aspects of team work is getting everyone in the room to work on equal footing. Both organizational differences (jobs, position, etc.) and personality can quickly and inadvertently lead to a core of speakers and a core of listeners. Moreover, the fact that the listeners are not talking does not mean they are not thinking or that they are in agreement. The best way to avoid this dynamic is to use a round robin technique to solicit suggestions.

Motivation:

Students in CS programs often have a difficult time applying group interaction techniques. This is because typical instruction, even that which uses group projects, does not simulate many industry meeting situations. Role Playing techniques based upon social psychological research have been proven effective when applied in a specific fashion by OO analysts in refining the preliminary classes in a new system from a candidate list to a core list of classes.

Applicability:

The Role Playing pattern introduces a key technique used in CRC Card Analysis, after a team brainstorms and creates a list of candidate classes. Assumes knowledge of CRC cards and scenarios.

Structure:

For example, if you are trying to develop a list of possible classes for a system, go around the table. As each member of the team contributes an idea, write it down on the board. The facilitator should do the writing since the other members of the team should be watching and thinking. If there is a team member who does not have enough information on a particular problem to contribute to the brainstorming, that person can act as scribe as a way to keep them involved, but, if a team is chosen well, every member should be an important source of possible classes. The goal of the round robin is to allow the group to move ahead at an even tempo but to give people enough time to think. Short pauses are fine, but breaks of more than 60 seconds can interrupt the momentum and ideas may be lost. To keep things going you can establish a "pass" policy. If someone is really stumped, they can "pass" for that round, but they should take their regular turn the next time around. The facilitator needs to be sensitive here. If someone is slower to speak, don't cut off their turn too soon. At the same time, keep things moving so that other people do not forget what they want to say. The brainstorming is complete when everyone in the group has to pass.

Consequences:

Implementation:

Related Patterns:

Example Instances:

Used when implementing several other patterns.


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