通过游戏原型体验学习游戏设计和软件工程:案例研究

Mark Yampolsky, W. Scacchi
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引用次数: 7

摘要

这篇报告描述了一个小规模的案例研究,将游戏测试作为学习现代软件工程项目和实践中发现的主流问题和挑战的起点。目标是通过定性的呈现来描述和提供信息,而不是规范和定量的分析。这项研究引起了人们的注意,即一个没有软件开发或编程经验的学生必须承担学习如何制作游戏的任务,并在此过程中通过个人发现和经验了解现代SE实践中的许多常见挑战。游戏本身也带来了挑战,因为我们选择了一个全新的、不熟悉的游戏类型和领域,强调科学学习是游戏的目的。在此过程中,我们讨论了需求、设计、原型、测试、用户体验评估和进化软件扩展方面的问题,所有这些都先于正式的编码教育或入门级的计算机科学或SE。虽然我们的努力可能看起来不寻常或反常,但我们相信我们的方法是开放的,可以被那些对降低进入游戏软件开发的门槛感兴趣的人采用和重用,更广泛地说,进入SE。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Learning Game Design and Software Engineering through a Game Prototyping Experience: A Case Study
This report describes a case study of small-scale effort in employing game playtesting as a starting point for learning about mainstream issues and challenges found in modern software engineering projects and practices. The goal is to be descriptive and informing through a qualitative rendering, rather than prescriptive and quantitative analysis. This study draws attention to the case of where a student with no prior experience in software development or programming must take on the task of learning how to make a game, and along the way learn about many common challenges in modern SE practice through personal discovery and experience. The game itself also imposes challenges in that we have chosen a new, unfamiliar game genre and domain that emphasizes science learning as its purpose for play. Along the way, we discuss issues in requirements, design, prototyping, testing, user experience assessment, and evolutionary software extension, all prior to a formal education in coding or introductory level Computer Science or SE. Though our efforts may seem unusual or anomalous, we believe our methods are open for adoption and reuse by those interested in lowering the barriers to entry into game software development in specific, and into SE more generally.
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