Abstract | ||
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In this paper, we introduce a game production curriculum to iterate multiple game development cycles in a limited period of time. In one semester, we executed a game development process three times, changing members every time. Students had the opportunity to gain experience, working with various different people; also, providing a time limit for the development process, they learned how to manage development time effectively. Furthermore, by implementing the PDCA (Plan, Do, Check, Act) cycle [ASQ] in each development, students had the opportunity to find and solve problems during the semester. Using this framework, we worked on the following three educational problems: (1) Development that is mixed with students of diverse ages and educational levels (2) To be conscious about development time (3) Learn how to solve issues related to game development |
Year | DOI | Venue |
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2015 | 10.1145/2818498.2818511 | SIGGRAPH Asia Symposium on Education |
Field | DocType | Citations |
Game mechanics,Computer graphics (images),Computer science,Video game development,Game design,Game design document,Simulations and games in economics education,Mathematics education,Game Developer,Game testing,Non-cooperative game | Conference | 0 |
PageRank | References | Authors |
0.34 | 12 | 7 |
Name | Order | Citations | PageRank |
---|---|---|---|
Koji Mikami | 1 | 12 | 8.00 |
Yosuke Nakamura | 2 | 1 | 1.37 |
Akinori Ito | 3 | 272 | 62.32 |
Motonobu Kawashima | 4 | 2 | 2.41 |
Taichi Watanabe | 5 | 6 | 4.80 |
Yoshihiro Kishimoto | 6 | 0 | 0.34 |
Kunio Kondo | 7 | 40 | 11.73 |