Module Database Search



MODULE DESCRIPTOR
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
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
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
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
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
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
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
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
Prerequisites for Module None.
Corequisites for module None.
Precluded Modules None.

INDICATIVE BIBLIOGRAPHY
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.


Robert Gordon University, Garthdee House, Aberdeen, AB10 7QB, Scotland, UK: a Scottish charity, registration No. SC013781