Abstract | ||
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In this paper, we will introduce a game production program to iterate multiple game development cycles in a limited period. In one semester, we executed a game development process thrice, changing members every time. Students had the opportunity to gain experience, working with different people; also, by being provided a time limit for the development process, they learned how to manage development time effectively. Furthermore, by implementing the plan–do–check–act (PDCA) cycle [ASQ] in each development, students had the opportunity to identify and solve problems during the semester. Using this framework, we worked on the following three educational problems in Japan: |
Year | DOI | Venue |
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2016 | 10.1016/j.cag.2016.07.006 | Computers & Graphics |
Keywords | Field | DocType |
Game,Education,Game Jam,Iteration | Win-win game,Mathematical optimization,Computer science,Video game development,Game design document,Game design,Simulations and games in economics education,Artificial intelligence,Mathematics education,Game Developer,Game testing,Non-cooperative game | Journal |
Volume | ISSN | Citations |
61 | 0097-8493 | 1 |
PageRank | References | Authors |
0.36 | 0 | 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 | 1 | 0.36 |
Kunio Kondo | 7 | 40 | 11.73 |