Skip to main content

Game testing and test planning (5 cr)

Code: PO00ED11-3004

General information


Enrollment

06.04.2023 - 21.04.2023

Timing

21.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Informaatioteknologian koulutusyksikkö

Campus

Kotka Campus

Teaching languages

  • Finnish

Seats

20 - 35

Degree programmes

  • Degree Programme in Game Programming

Teachers

  • Anton Yrjönen

Teacher in charge

Anton Yrjönen

Groups

  • PTKT22SP
    Game technologies, full-time studies
  • 04.09.2023 12:15 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 11.09.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 18.09.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 25.09.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 02.10.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 09.10.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 16.10.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 30.10.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 13.11.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 20.11.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 27.11.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004
  • 11.12.2023 10:00 - 14:00, Pelitestaus ja testaussuunnittelu PO00ED11-3004

Objective

You understand the basic principles of game and software testing and the different stages of testing.
You are able to use the most common tools in game testing and operate in game testing projects.
You understand the basic principles of planning a test and understand that planning is the key to successful testing.

Content

What kind of a player am I?
What is game testing?
Why is it important to test the game?
How is a mobile game tested?
What is Test Case?

Opiskelumateriaali

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Yksilölliset oppimisväylät

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

TKI ja työelämäyhteistyö

Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Tentit ja muut määräajat

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

Kansainvälinen yhteistyö

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Opiskelijan työmäärä

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.