Students spent the first 10-15 minutes of class reflecting on their individual (and their partner's) Pair Programming practices. Some of the students rated themselves quite high, while others recognized their failings and recorded it appropriately. After taking the time to reflect and review the roles, the students were eager to correct their mistakes and tackled the task with renewed commitment.
The Girls Creating Games Guide to Pair Programming from Youth and Technology defines Pair Programming as follows: "Pair Programming is the most widely tested, if not the only, collaborative learning structure where two users work together on a single computer in a way that gives both a critical role in completing their IT project. In pair programming, one partner serves as the “Driver” while operating the keyboard and the mouse to execute operations. The other partner acts as the “Navigator.” In a classic code-writing situation, there are two primary roles of the Navigator: one is to actively review the code-writing and catch errors as they happen in order to prevent glitches or bugs in the software, and the other is to collaborate with the Driver to generate solutions to programming tasks or problems. We added a third primary role to the job of Navigator – that of managing all the print-based materials, including both instructional aides and project materials."