Scope. UK NSS open-text comments for Computer Games and Animation (CAH11-01-06) students across academic years 2018–2025.
Volume. ~1,329 comments; 97% successfully categorised to a single primary topic.
Overall mood. Roughly 53.2% Positive, 43.9% Negative, 2.9% Neutral (positive:negative ≈ 1.21:1).
Students talk first about the people teaching them. Teaching Staff is the single largest topic by share (≈9.1%) and is consistently positive in tone (index ~+34.1), close to the wider sector. They also devote substantial attention to Feedback (≈8.7%). Its tone is near neutral overall (index ~−1.4) yet notably better than the sector baseline, suggesting many students are seeing constructive practices even as others still ask for clearer, more actionable comments and timely turnaround.
Facilities stand out in two directions. IT Facilities is unusually prominent (≈6.8% share, well above sector) and skews negative (index ~−17.7), pointing to recurring issues with access, reliability or usability of core digital tools. In contrast, General facilities is mentioned positively (index ~+20.5). Other learning-resource topics are mixed: Learning resources trends positive, while Library (smaller by volume) is more critical.
Career guidance is a strong point (≈6.0% share) with very positive tone (index ~+47.3, well above sector), and students also report gains in Personal development (index ~+56.3), plus positive experiences around Student life and collaboration Opportunities with other students.
The delivery mechanics of teaching are more mixed. Delivery of teaching (≈5.4% share) leans negative relative to sector, and Remote learning remains critical where it appears. Organisation and scheduling are smaller topics here, but when mentioned they are negative in tone. Workload and Costs/Value for money are among the most negative categories (indices around −54), though they account for a modest share of comments. Placements/fieldwork is rarely discussed in this discipline (≈0.6% vs higher sector presence), and where it is mentioned, the tone is generally positive.
Category | Section | Share % | Sector % | Δ pp | Sentiment idx | Δ vs sector |
---|---|---|---|---|---|---|
Teaching Staff | The teaching on my course | 9.1 | 6.7 | +2.4 | +34.1 | −1.4 |
Feedback | Assessment and feedback | 8.7 | 7.3 | +1.4 | −1.4 | +13.6 |
IT Facilities | Learning resources | 6.8 | 1.2 | +5.6 | −17.7 | −3.7 |
Type and breadth of course content | Learning opportunities | 6.7 | 6.9 | −0.2 | +16.3 | −6.2 |
Career guidance, support | Learning community | 6.0 | 2.4 | +3.6 | +47.3 | +17.2 |
Delivery of teaching | The teaching on my course | 5.4 | 5.4 | 0.0 | −10.0 | −18.7 |
COVID-19 | Others | 5.3 | 3.3 | +1.9 | −36.8 | −3.8 |
General facilities | Learning resources | 4.9 | 1.8 | +3.1 | +20.5 | −3.0 |
Student support | Academic support | 4.6 | 6.2 | −1.6 | −2.1 | −15.3 |
Personal development | Learning community | 4.1 | 2.5 | +1.6 | +56.3 | −3.5 |
Category | Section | Share % | Sector % | Δ pp | Sentiment idx | Δ vs sector |
---|---|---|---|---|---|---|
Costs / Value for money | Others | 2.3 | 1.6 | +0.7 | −54.4 | −1.7 |
Workload | Organisation and management | 2.6 | 1.8 | +0.7 | −54.0 | −14.0 |
Marking criteria | Assessment and feedback | 2.4 | 3.5 | −1.1 | −45.6 | +0.1 |
COVID-19 | Others | 5.3 | 3.3 | +1.9 | −36.8 | −3.8 |
Remote learning | The teaching on my course | 2.7 | 3.5 | −0.8 | −26.8 | −17.8 |
Organisation, management of course | Organisation and management | 2.2 | 3.3 | −1.1 | −21.5 | −7.5 |
IT Facilities | Learning resources | 6.8 | 1.2 | +5.6 | −17.7 | −3.7 |
Shares are the proportion of all Computer Games and Animation comments whose primary topic is the category. Sentiment index ranges from −100 (more negative than positive) to +100 (more positive than negative).
Category | Section | Share % | Sector % | Δ pp | Sentiment idx | Δ vs sector |
---|---|---|---|---|---|---|
Personal development | Learning community | 4.1 | 2.5 | +1.6 | +56.3 | −3.5 |
Career guidance, support | Learning community | 6.0 | 2.4 | +3.6 | +47.3 | +17.2 |
Student life | Learning community | 3.6 | 3.2 | +0.4 | +36.9 | +4.8 |
Teaching Staff | Teaching | 9.1 | 6.7 | +2.4 | +34.1 | −1.4 |
Opportunities to work with other students | Learning community | 3.1 | 2.0 | +1.1 | +25.0 | +24.0 |
Availability of teaching staff | Academic support | 2.2 | 2.1 | +0.1 | +21.9 | −17.4 |
General facilities | Learning resources | 4.9 | 1.8 | +3.1 | +20.5 | −3.0 |
Stabilise the digital experience. The prominence and tone of IT Facilities point to recurring friction. Treat core systems as a service: publish simple uptime targets, pre‑term checks, clear escalation routes and a single source of truth for outages and changes. Where remote delivery is used, set expectations early (platform, format, etiquette) and keep materials accessible after the session.
Make assessment clarity the default. Students respond well when it’s obvious what good looks like. Use checklist‑style rubrics mapped to learning outcomes, provide annotated exemplars, and set a realistic feedback SLA. Calibrate marking within the team and close the loop by signposting how to use feedback on the next task.
Keep investing in people‑centred strengths. Maintain the conditions that produce high scores for Teaching Staff, Career guidance and Personal development: visible availability, practical guidance, and structured opportunities to build confidence and collaboration.
Reduce operational noise. Even where scheduling and organisation are a smaller share, they are reliably negative when mentioned. A weekly “what changed and why” note and named ownership for timetable/communications can cut frustration quickly.
Student Voice Analytics turns open‑text survey comments into clear priorities you can act on. It tracks topics, sentiment and movement by year so you can see what is changing within Computer Games and Animation and across the whole institution, as well as at department and school level.
It enables like‑for‑like sector comparisons across CAH codes and by demographics (e.g., year of study, domicile, mode of study, campus/site, commuter status), so you can evidence improvement against the right peer group. You can segment by site/provider, cohort and year to pinpoint where interventions will move sentiment most, and share concise, anonymised theme summaries with programme teams and external partners. Export‑ready outputs (web, deck, dashboard) make it straightforward to communicate priorities and progress.