Agile Software Development Process Applied to the Serious Games Development for Children from 7 to 10 Years Old

Author(s):  
Sandra P. Cano ◽  
Carina S. González ◽  
César A. Collazos ◽  
Jaime Muñoz Arteaga ◽  
Sergio Zapata

The development of video games is a complex, multidisciplinary process, which involves different areas as well as a greater number of roles than for traditional software. Serious games face process constraints that concern a number of interactive, educational and psychological factors designed to lead to the fulfillment of educational objectives within a specific context. Based on a case study in the city Cali, Colombia, an iterative and incremental process is proposed, focusing on small and medium development for educational serious games and basing itself on two lines of research: agile development methodology and user-centered design (UCD) for children from 7 to 10 years. The agile methodology eXtreme Programming (XP) offers a useful option for the development of serious games as it establishes a continuous communication with all project stakeholders - including the end user - throughout the project, while UCD allows the user profile to be known and identified so that the game will meet the needs and match the capabilities, expectations and motivations of the child.

Author(s):  
Gopalkrishna Waja ◽  
Jill Shah ◽  
Pankti Nanavati

Agile Software Development plays a quintessential part in modern day software development. The term Agile refers to frequent reassessment and adaptation of plans and techniques and dividing tasks into shorter tasks for efficiency. Agile Software Development differs considerably from Traditional Software Development Methodology. Agile methodology aims to deliver features of a software project in small steps within a short duration of time (i.e., iterations). Hence, it becomes necessary to use agile software development methodology in todays’ fast-paced revolutionizing software industry. This paper discusses the important subtopics of Agile Software Development which gathered by reviewing/surveying of research papers. First, is the Agile Planning Life Cycle which consists of various stages such as pre-planning, planning, release planning and product backlog management. In the next section, principles such as Scrum, Extreme Programming, Kanban and Lean are discussed. The last section comprises the impact of Agile principles on software quality.


Author(s):  
Alfian Rizaldi ◽  
Viktor Handrianus Pranatawijaya ◽  
Putu Bagus Adidyana Anugrah Putra

Pearl Salon and Barbershop is a provider of services and services engaged in the body care of women and men in the city of Palangkaraya. Pearl Salon and Barbershop itself wants to increase the number of turnover and maintain customer loyalty pearl in the service and services in the field of body care by creating queue applications and ordering online. Building this application uses extreme programming (xp) method software development methodology, which has stages, Exploration phase, Planning phase, Iteration Phase, Production Phase, and Maintenance Phase. At the concept stage, namely by describing the project and analysis of the system to be made. The application and website creation phase of this study used Android Studio, Firebase, XML, Java, PHP, Javascript, CSS, and JSON. The tests performed on these applications and websites use a type of Black Box testing, where the Black Box testing focuses on the requirements or functional needs of the software created. With the construction of Pearl Salon and Barbershop application can produce a system of queues and bookers that facilitate customers salon and barbershop, and realize optimal service, so that the owner can increase the trust and income of the customer salon and barbershop itself


Author(s):  
Torstein Nicolaysen ◽  
Richard Sassoon ◽  
Maria B. Line ◽  
Martin Gilje Jaatun

In this article, the authors contrast the results of a series of interviews with agile software development organizations with a case study of a distributed agile development effort, focusing on how information security is taken care of in an agile context. The interviews indicate that small and medium-sized agile software development organizations do not use any particular methodology to achieve security goals, even when their software is web-facing and potential targets of attack. This case study confirms that even in cases where security is an articulated requirement, and where security design is fed as input to the implementation team, there is no guarantee that the end result meets the security objectives. The authors contend that security must be built as an intrinsic software property and emphasize the need for security awareness throughout the whole software development lifecycle. This paper suggests two extensions to agile methodologies that may contribute to ensuring focus on security during the complete lifecycle.


Author(s):  
Hamza Chehili ◽  
Lionel Seinturier ◽  
Mahmoud Boufaida

The adoption of the agile methods' principles has emerged as an effective way to develop service oriented architectures as it paves the way for a better reply to the changing needs of the environment and even the customer. However, these changes may also require the evolution of the development process itself. This paper presents an agile and service-oriented software development method that combines concepts from the Service-Oriented Computing (SOC) domain and the agile software engineering one. This method provides an iterative and incremental process to deliverer business processes, implemented as an assembly of components. This leads to a faster response to the change of needs by reconfiguring the assembly of components. The method is based on a framework that implements its phases as an assembly of components to allow a dynamic reconfiguration of it in case of a development process evolution. Finally, a case study is presented to illustrate the use of the presented method.


2021 ◽  
Vol 20 (38) ◽  
pp. 159-169
Author(s):  
Manuel Esteban Jaramillo Reinel ◽  
Andrés Felipe Mera Tróchez ◽  
Katerine Márceles Villalba ◽  
Gabriel Elías Chanchí

In recent years, serious games have been applied in different contexts of application, highlighting their contribution in the educational context. This original type article presents the design, construction and evaluation of the Coffee Fun video game. Coffee Fun is a video serious game aimed at children aged 8 to 12 years old; the game has as a theme the growing of coffee beans in a simulation environment in which each player helps the growth of this plant by a few tools provided at each level of the game; in the game, different scenarios related to coffee growing environments are presented for each of its stages in a series of levels that the player must overcome to complete the game through a process of learning and entertainment.


Author(s):  
Finn Olav Bjørnson ◽  
Torgeir Dingsøyr

Abstract This paper reports our initial findings from a longitudinal case study within a large development project in a public organization in Scandinavia. We focus on changes in coordination practices as the development project moved from a 1st to a 2nd generation large-scale agile development methodology. Building on four theories of coordination from different fields, we investigate how each theory illuminates our case and what insight they might provide. We find that two of the theories are well suited to characterizing each phase, providing answer to how coordination was done. While two other theories can provide answers to why these changes occurred.


Sensors ◽  
2021 ◽  
Vol 21 (18) ◽  
pp. 6298
Author(s):  
Patricia Losana ◽  
John Castro ◽  
Xavier Ferre ◽  
Elena Villalba-Mora ◽  
Silvia Acuña

Agile development processes are increasing their consideration of usability by integrating various user-centered design techniques throughout development. One such technique is Personas, which proposes the creation of fictitious users with real preferences to drive application design. Since applying this technique conflicts with the time constraints of agile development, Personas has been adapted over the years. Our objective is to determine the adoption level and type of integration, as well as to propose improvements to the Personas technique for agile development. A systematic mapping study was performed, retrieving 28 articles grouped by agile methodology type. We found some common integration strategies regardless of the specific agile approach, along with some frequent problems, mainly related to Persona modelling and context representation. Based on these limitations, we propose an adaptation to the technique in order to reduce the creation time for a preliminary persona. The number of publications dealing with Personas and agile development is increasing, which reveals a growing interest in the application of this technique to develop usable agile software.


Author(s):  
Dianne Kennedy

To assure brand integrity, brands such as Coca-Cola and Proctor & Gamble, assisted by third party brand quality experts, receive, score and track the quality of their print suppliers over time. Currently this is difficult and expensive because printers use many different measurement tools and report print quality using a wide variety of proprietary formats that cannot be directly utilized by brand scoring and tracking systems. In 2015 Idealliance members launched an effort to develop a standard XML-based print quality exchange message. This specification, known as Print Quality eXchange (PQX), was developed by applying agile software development techniques to the construction of the PQX XSD. This case study highlights how agile software development principles can be applied to the construction of an XML schema.


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