Module Database Search
MODULE DESCRIPTOR | |||
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Module Title | |||
Quality Assurance for Games | |||
Reference | CM2122 | Version | 1 |
Created | October 2023 | SCQF Level | SCQF 8 |
Approved | August 2017 | SCQF Points | 15 |
Amended | July 2022 | ECTS Points | 7.5 |
Aims of Module | |||
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The aim of this module is to provide students with a comprehensive understanding of quality assurance processes and techniques specifically tailored to the game development industry. Through theoretical exploration and hands-on application, students will gain the knowledge and skills necessary to effectively ensure the quality, functionality, and user experience of games. |
Learning Outcomes for Module | |
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On completion of this module, students are expected to be able to: | |
1 | Distinguish quality assurance methodologies unique to the game development process. |
2 | Undertake diverse testing protocols, including functionality, compatibility, performance, and user experience testing. |
3 | Arrange detailed test plans, test cases, and comprehensive reports to track and communicate testing progress and outcomes. |
4 | Rate user experience aspects, including gameplay mechanics, controls, and overall immersion, to enhance player satisfaction. |
Indicative Module Content |
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Human factors and user requirements, design culture and technology, user centred design, accessibility and compensatory strategies, social, political and economic factors, current professional practice in design. |
Module Delivery |
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Key concepts are introduced and illustrated through lectures and practical labs. Through a combination of theory, practical exercises, and collaborative projects, students will gain the expertise necessary to excel in the field of quality assurance for games. |
Indicative Student Workload | Full Time | Part Time |
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Contact Hours | 30 | N/A |
Non-Contact Hours | 120 | N/A |
Placement/Work-Based Learning Experience [Notional] Hours | N/A | N/A |
TOTAL | 150 | N/A |
Actual Placement hours for professional, statutory or regulatory body |   |   |
ASSESSMENT PLAN | |||||
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If a major/minor model is used and box is ticked, % weightings below are indicative only. | |||||
Component 1 | |||||
Type: | Coursework | Weighting: | 100% | Outcomes Assessed: | 1, 2, 3, 4 |
Description: | This coursework involves students using UCD techniques to design a real application. |
MODULE PERFORMANCE DESCRIPTOR | |
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Explanatory Text | |
The calculation of the overall grade for this module is based on 100% weighing of C1. An overall minimum grade D is required to pass the module. | |
Module Grade | Minimum Requirements to achieve Module Grade: |
A | The student needs to achieve an A in C1. |
B | The student needs to achieve an B in C1. |
C | The student needs to achieve an C in C1. |
D | The student needs to achieve an D in C1. |
E | The student needs to achieve an E in C1. |
F | The student needs to achieve an F in C1. |
NS | Non-submission of work by published deadline or non-attendance for examination |
Module Requirements | |
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Prerequisites for Module | None. |
Corequisites for module | None. |
Precluded Modules | None. |
INDICATIVE BIBLIOGRAPHY | |
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1 | NORMAN, D., 2013. The Design of Everyday Things, revised and expanded edition. MIT Press. |
2 | KRUG, S., 2013. Don’t Make Me Think: A Common Sense Approach to Web Usability. New Riders. |
3 | SHNEIDERMAN, B. et al., 2013. Designing the User Interface: Strategies for Effective Human-Computer Interaction. Pearson. |
4 | COOPER, R., 2007. Design for Inclusivity: A Practical Guide to Accessible, Innovative and User-Centred Design. Gower. |
5 | COLEMAN, B. and GOODWIN, D., 2017. Designing UX: Prototyping: Because Modern Design is Never Static. Sitepoint. |