| Deliverable | Date | Component | Points |
|---|---|---|---|
| Management Plan (40 pts) | 4-5 | Initial Plan | 20 |
| 4-12, 4-19 | Updates | 5 points each | |
| 4-26 | Final update | 10 points | |
| Testing (50 pts) | 4-5, 4-12, 4-19, 4-26, 5-13 | Weekly Updates | 10 pts each |
| Beta Release (55 pts) | 4-14 | Executable25 | |
| 4-14 | User Documentation | 10 | |
| 4-14 | User Survey | 10 | |
| 4-26 | Survey Analysis | 10 | |
| Code Review (40 pts) | TBD | Code Review Documents | 10 |
| TBD | Code Review | 30 | |
| V1 Release (70 pts) | Presentation Days | Final Presentation | 5 |
| 5-13 2PM (Exam Time) | Executable | 25 | |
| 5-13 2PM (Exam Time) | Code and Documentation | 20 | |
| 5-13 2PM (Exam Time) | User Survey | 5 | |
| 5-13 2PM (Exam Time) | Final Report | 10 |
In phase 2 you developed your alpha release. In phase 3 you'll develop version 1 of your game. This phase is worth XXX points.
An initial management plan should by submitted on 4/5/10. This plan should include
By Tuesday class time each week, you should update your project plan to reflect the proposed work for the coming iteration (1 week). This includes a new risk analysis, further elaboration of your goal breakdown, updating your goal stack and identifying the goals to be achieved in the coming week, estimating the time you expect each goal will take to complete, and issuing tickets for those goals.
You must also provide a status report that discusses the progress made in the past week. This should identify the goals that were completed, how long it actually took compared to your estimates, and if your estimates are off, abrief discussion on how you plan to improve your estimates in the future. (Note, your work logs should clearly identify who worked on what goals for how long!) You should also discuss goals that were not completed, why, and how to avoid similar problems in the future.
Your management planning will be graded on a weekly basis with 20 points assigned to the initial plan, 5 points for each of the next two updates, and 10 points for the final plan (which covers two weeks). The grading rubric for the inital plan is:
You will execute your test plan throughout phase 3. Each week you will issue a brief report describing your progress in identifying and reporting bugs. You'll also report on changes in your test plan to reflect your changing code and/or to fix problems with the plan. You will be evaluated on
The beta release is a version of your game that will be released for testing by students at Hillside. This is the primary mechanism through which you'll gain feedback about your game from its intended users.
2.3.1 Executable Your game will be evaluated as follows:
You will prepare a (Survey Monkey) survey for students to complete after they have played your game in the classroom. IMPORTANT: You should have no more than 15 questions.
You will use the results of this survey to discover problems with your game so that they can be repaired in v1. We (the faculty) will use your survey results to help us evaluate your game according to the rubric in 2.3.1 and 2.3.2. So in addition to questions you want answered, you must also include questions that ask students how easy the game is to learn, whether they understood the goals, how far they got in the game , the effectiveness of the interface, whether bugs were encountered, if they found it to be fun, and what they learned by playing. Note that questions like "What did you learn?" are far less effective than asking a question students should be able to answer because of what they learned playing the game. You'll write a brief report rationalizing your question choices.After receiving the survey data you'll analyze the results to identify problems with your game. Your report will be evaluated on
Your team will (a) submit your code/documentation for review and (b) review the code/documentations of another team. We will use the same reviewer/reviewee relationship as for previous reviews. A rubric for the evaluation is here. The code review must be completed after your version 1 code freeze and before the final exam time (5/13 2PM). A grutor or faculty member must be present. The reviewers will produce the reviewee's grade for code/documentation described in 2.5.3 below.
2.5.1 Final Presentation You will present your game during Presentation Days the first week of May. (Exact date/time TBD.) Your presentation will be evaluated on
2.5.2 V1 Executable Like the beta, your final game will be evaluated on functionality, usability, reliability, entertainment value, and educational merit.
2.5.3 Code and documentation
Your code and system documentation will be evaluated in the code review. The scores given in that evaluation will be translated into points based on teh followin
As in the beta, you'll construct a survey monkey questionnaire for the users. The user test will be conducted in June by summmer researchers working on the Muddy Hills project. IMPORTANT: You should have no more than 15 questions. They will use the results of this survey to discover problems with your game and work over the summer to improve it. As in the beta, this survey should include questions specific to your game but also general questions that reveal how easy the game is to learn, whether players understand the goals, how easy/hard it is to win, problems with the interface, bugs encountered, whether it is fun fun, and what players learn. You'll write a brief report rationalizing your question choices.
This 8-10 page document should summarizes your project. It will be evaluated according to this rubric.
Your main wiki page should include a table of phase 2 milestones, the date they were completed, links to the associated deliverables, and an accounting of late days.
Each team is entitled to three late days. A late submission that is not redeemed with late days loses ten percent of its value for each day missed. Note that a late day is only good for one deliverable, subsequent delays require additional slip days. For example, if a prototype is one day late, and that delays the final report by a day, you need to use two late days in order to avoid penalties.You should apportion responsibility for each late day to team members. In the previous case, if one person was responsible for missing the prototype deadlines, both late days should be attributed to that person.