TY - GEN
T1 - Leveraging role play to explore software and game development process
AU - Decker, Adrienne
AU - Simkins, David
N1 - Publisher Copyright:
© 2016 IEEE.
PY - 2016/11/28
Y1 - 2016/11/28
N2 - Role play has a long history as a tool for learning. It is often used to simulate practices in the world in an environment where consequences can be mitigated. Despite its effective use by the armed forces, emergency responders, negotiators, and political campaign managers, role play is a tool seldom used in STEM classrooms. In this paper, we will describe the incorporation of certain aspects of role play in a game development processes course. This course, similar to courses in software engineering, focuses students on the entire product life cycle and engages them to complete a project from start to finish during the term. We used role play techniques to engage the students more fully in the processes of development by creating a scenario in which the students have suddenly become the owners of an independent game studio. During the semester, we engaged them as the owners on issues of business and legal concerns along with the typical production and process concerns of making their product. We had them face issues of missed deadlines and products that were not ready for production. We have informal evaluation in terms of feedback from end of the semester debriefs and classroom observations. We are using that for further refinements in the next course cycle.
AB - Role play has a long history as a tool for learning. It is often used to simulate practices in the world in an environment where consequences can be mitigated. Despite its effective use by the armed forces, emergency responders, negotiators, and political campaign managers, role play is a tool seldom used in STEM classrooms. In this paper, we will describe the incorporation of certain aspects of role play in a game development processes course. This course, similar to courses in software engineering, focuses students on the entire product life cycle and engages them to complete a project from start to finish during the term. We used role play techniques to engage the students more fully in the processes of development by creating a scenario in which the students have suddenly become the owners of an independent game studio. During the semester, we engaged them as the owners on issues of business and legal concerns along with the typical production and process concerns of making their product. We had them face issues of missed deadlines and products that were not ready for production. We have informal evaluation in terms of feedback from end of the semester debriefs and classroom observations. We are using that for further refinements in the next course cycle.
KW - Business and legal concerns
KW - Game development lifecycle
KW - Role play
KW - Soft skills
KW - Software engineering
UR - https://www.scopus.com/pages/publications/85006761392
U2 - 10.1109/FIE.2016.7757685
DO - 10.1109/FIE.2016.7757685
M3 - Conference contribution
AN - SCOPUS:85006761392
T3 - Proceedings - Frontiers in Education Conference, FIE
BT - FIE 2016 - Frontiers in Education 2016
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 46th Annual Frontiers in Education Conference, FIE 2016
Y2 - 12 October 2016 through 15 October 2016
ER -