![]() | Guía Docente 2024-25 INGENIERÍA DEL SOFTWARE |
BASIC DETAILS:
Subject: | INGENIERÍA DEL SOFTWARE | ||
Id.: | 31369 | ||
Programme: | GRADUADO EN DISEÑO Y DESARROLLO DE VIDEOJUEGOS. 2013 (BOE 28/03/2014) | ||
Module: | INFORMÁTICA | ||
Subject type: | OBLIGATORIA | ||
Year: | 3 | Teaching period: | Primer Cuatrimestre |
Credits: | 6 | Total hours: | 150 |
Classroom activities: | 67 | Individual study: | 83 |
Main teaching language: | Inglés | Secondary teaching language: | Castellano |
Lecturer: | Email: |
PRESENTATION:
This subject addresses the following contents to be applied during the development of videogames: software development methodologies, agile methods of development, basics for videogame design, and testing strategies.
PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:
General programme competences | G01 | Ability to use learning strategies independently for use in the continuous improvement of professional practice. |
G03 | Ability to achieve common results through teamwork in a context of integration, cooperation and encouraging critical discussion. | |
G05 | Ability to communicate in Spanish and English for professional issues in oral and written form. | |
G07 | Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems. | |
Specific programme competences | E16 | Ability to fully manage and plan software projects and handle suitable tools to do so. |
E19 | Ability to recognise and apply the principles, methodologies and life cycle of software engineering. | |
E30 | Ability to design, develop, select and evaluate applications and systems, ensuring reliability, safety and quality, according to ethical principles and legislation and regulations. | |
Learning outcomes | R01 | Design video games. |
R02 | Properly implement agile methodologies in video game development. | |
R03 | Define video game development plans. |
PRE-REQUISITES:
SUBJECT PROGRAMME:
Subject contents:
1 - Introduction to Software Engineering |
1.1 - Introduction |
1.2 - Motivation |
2 - Modeling Techniques |
2.1 - Analysis |
2.2 - Design |
2.3 - Case study |
3 - Software Process |
3.1 - Objectives |
3.2 - The Software Process |
3.3 - The Software Lifecycle |
3.4 - Methodologies |
3.5 - Case study |
4 - Implementation and Software Testing |
4.1 - Basic foundations |
4.2 - Programming principles and guideliness |
5 - Design and redesign |
5.1 - Interface design patterns |
5.2 - Design patterns |
5.3 - Refactorings |
Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.
TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:
Teaching and learning methodologies and activities applied:
This course will use the following methodologies in order to give the students the best opportunity to develop their competences: lectures, practical cases, exercises and cousework presentations.
Participation in class will be accounted in the final score. All readings, practices and works will be announced using the Online University Platform (pdu.usj.es).
Student work load:
Teaching mode | Teaching methods | Estimated hours |
Classroom activities | ||
Master classes | 25 | |
Other theory activities | 4 | |
Practical exercises | 9 | |
Practical work, exercises, problem-solving etc. | 6 | |
Debates | 3 | |
Coursework presentations | 4 | |
Laboratory practice | 10 | |
Other practical activities | 2 | |
Assessment activities | 4 | |
Individual study | ||
Tutorials | 4 | |
Individual study | 27 | |
Individual coursework preparation | 17 | |
Group cousework preparation | 17 | |
Research work | 4 | |
Compulsory reading | 6 | |
Recommended reading | 4 | |
Other individual study activities | 4 | |
Total hours: | 150 |
ASSESSMENT SCHEME:
Calculation of final mark:
Written tests: | 60 | % |
Individual coursework: | 15 | % |
Group coursework: | 20 | % |
Participation: | 5 | % |
TOTAL | 100 | % |
*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.
BIBLIOGRAPHY AND DOCUMENTATION:
Basic bibliography:
Pressman, Roger (2005). Software Engineering. A Practitioners Approach, 6th Ed., McGraw-Hill. |
Sommerville, Ian (2004). Software Engineering, 7th Ed., Pearson. |
Recommended bibliography:
Aurum, Aybüke et al (2005). Engineering and Managing Software Requirements, Springer. |
Bjørner, Dines (2006). Software Engineering 3. Domains, Requirements and Software Design, Springer. |
Booch, Grady et al (2007). Object-Oriented Analysis and Design with Applications, 3th Ed., Addison-Wesley. |
Gunderloy, Mike (2004). Coder to Developer: Tools and Strategies for Delivering Your Software, Sybex |
Jalote, Pankaj (2005). An Integrated Approach to Software Engineering, Springer. |
Kroll, Per (2006). Agility and Discipline Made Easy: Practices from OpenUP and RUP, Addison Wesley. |
McConnell, Steve (2003). Professional Software Development, Addison Wesley |
Peckham, Joan (ed.) (2003). Practicing Software Engineering in the 21st Century, IRM Press. |
Pidd, Michael (ed.) (2004). Systems Modelling. Theory and Practice, John Wiley. |
Sangwan, Raghvinder et al (2007). Global Software Development Handbook, Auerbach Publications. |
Shoval, Peretz (2007). Functional and Object Oriented Analysis and Design: an Integrated Methodology, Idea Group Publishing. |
Tomayko, James et al (2004). Human Aspects of Software Development, Charles River Media. |
Recommended websites:
Center for Systems and Software Engineering: The aim of this site is to work towards evolving and unifying theories and practices of systems and software Engineering. | http://csse.usc.edu/csse/ |
IEEE Transactions on Software Engineering: Technical articles and news about Software Engineering issues | https://www.computer.org/csdl/trans/ts/index.html |
The Podcast for Professional Software Developers: Here you can download audio episodes relating experiences of software engineers | http://www.se-radio.net/ |
* Guía Docente sujeta a modificaciones