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Learning theoretical software engineering concepts are useful. But applying them in a real time project was very fascinating. My team came up with a small project titled ‘Fun Learning’. This project was about developing a game for Kids which could help them to learn basic elements like selecting right color. Our Project had to be developed using Game Maker studio 2 though our real learning was supposed to be in managing the processes.
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Project Fun Learning Subject: Software Engineering University: Columbia University Learning theoretical software engineering concepts are useful. But applying them in a real time project was very fascinating. My team came up with a small project titled ‘Fun Learning’. This project was about developing a game for Kids which could help them to learn basic elements like selecting right color. Our Project had to be developed using Game Maker studio 2 though our real learning was supposed to be in managing the processes. It is highly important in software engineering to first do requirement analysis. Once my team had basic idea of the project requirements then only, we moved ahead with design and development part. The requirements had to be listed out. I was part of a team which developed project proposal containing user requirements. The requirements of the game were listed including functional requirements. The functional requirement was to develop a game providing ability to learn colors, shapes and animals. The game was meant to be played by toddlers. We had the functional requirements and we could select the software development model. I was involved in the decision to select Agile methodology for our team project. We selected Agile methodology as it has major advantages over many other models including waterfall model. In Agile we could cover part of requirements and get functioning prototype to do testing and changes. In waterfall model functional changes
cannot be done in later stage but in Agile, the changes could be done. In developing proposal and requirement documents, I was involved in listing sprint details. We got tasks identified according to functional requirement. Once the tasks were identified, we listed them in sprints. In Agile methodology it is important that the basic functions or project structure development is kept in early sprints. My team had to develop architecture document listing out Agile steps and modules of our project. Since the game we were developing was event driven, so we had to select event-based decomposition method. In first Sprint, we kept the most basic tasks to have a product structure in place. This included developing database for the project, Login UI and Game Engine. In a way after first sprint we targeted to have a database, logic engine and front end, all in their most basic way. The Game Maker Studio 2 was to be used for development as it rendered output to be run on both Windows and Mac operating systems. In Agile methodology it is critical that testing is done after every sprint. This results in verification of the development in process and it helps to determine whether the development confirms to the requirements. I was deeply involved in designing testing documents to have testing done after every sprint. The testing and acceptance documents were prepared according to functional requirements. The breaking down of functional requirements into use cases was also done. It helps to do functional testing done with detailed use cases than merely using requirement list. The testing documents with use cases was used after every sprint to do complete testing and verification. The steps listed in the sprints were verified by us after every round.