Imagine Cup as Group Projects
One of the things that often makes Imagine Cup entries a good educational experience is that they require planning and team work. A good Imagine Cup entry is seldom a one person project. Many universities use the Imagine Cup, especially the Software Design event, as senior projects. The Game Event makes a great team project even earlier in ones education however. Pat Yongpradit has been using the Imagine Cup Game Design event as a group project for several years now. He’s had a team make it as far as the US Finals in that category. This is quite an accomplishment as most of the competitors are university students. Still, he has great students and is an outstanding teacher. For the Fall round of the US game competition he has 8 teams of students who have entered and submitted for round one. Recently he shared some of the documents he uses with his students.
What I have copied below is the schedule and role breakdown that he is using this year. I would imagine that in many teams the work is not as strictly broken down as these but even there this document serves as a great description of what needs to be done and by when. Getting high school students to not wait until the last minute can be a challenge as any teacher or parent of high school students can readily attest. This means that making deadlines clear is critical as are intermediate status checks.
Pat is also having his students write reflections at the end of each phase. Each team member completes and individual reflection and the group as a whole does a second reflection in a discussion lead by the student manager. (I have copies of his Phase 1 reflections that Pat told me I could share with interested teachers. AlfredTh (at) Microsoft.com if interested) A number of teachers I have talked to over the years have found the goal of completing a big project for entry into a competition can serve as a good motivator for students. Adding the value of teamwork, planning and examination of the project/plan against results makes this a very complete learning experience. Maybe it will work for you as well? This is the year I really want to see a high school team not just do well at the US level (a HS team came in third in the US last year) but go all the way to the world-wide finals in Australia (this year’s venue.) If you decide to try this with your students (there is a new US round in the spring) let me know if I can help.
NOTE: some of the deadlines and schedules are a little different for the World-wide Imagine Cup. Also, the US Game Design entries do not automatically feed into the world-wide Game Design so US students will want to submit their entries to both using https://imaginecup.us and https://imaginecup.com
NOTE: Also IT students will want to check out the Imagine Cup IT Challenge which is an individual event and which challenges student’s knowledge of systems and network management.
Phase |
Designer |
Manager |
Programmer |
Artist |
Phase 0: Sept 16th |
Complete GDD for approved idea. Storyboard.
|
Schedule: Deadlines per role, Meeting times. Create team on site, team name, invite members. Submit storyboard to site.
|
List of Concept Code to reflect main algorithms. XNA research – videos, tutorials, books. |
Storyboard, create team logo |
Phase 1: Sept 30th |
Physical Game Play-by-play script or gameplay flowchart of first level |
Group Reflection Updated schedule Online Group Calendar w/ long-term and short-term, person-specific deadlines
|
Concept Code for main algorithms. |
Concept art: Screenshots for all major screen types |
Phase 2: Oct. 7th |
Submission video script Level Designs and Progression Sprite list Help with Pseudocode
|
Updated schedule Submission game summary
|
Complete code overview: Pseudocode (UML Diagram, etc.) Game Structure w/ all screens (rough) |
Sprites, Sprite sheets, dummy graphics for everything else |
Phase 3: Prototype 1 Oct. 18th |
Audio: Effects and Music picked |
Updated team schedule Created programming schedule Schedule Check |
Game works and 50% play
|
Backgrounds |
Phase 4: Prototype 2 Nov. 1st
|
Play Test Descriptions, Measurements Criteria for testing |
Criteria for testing Get testers Set up testing schedule for testers |
Audio: Effects and Music coded 100% gameplay Game is “done”, ready for play testing |
Title Screen, End Screens, Cut scenes, Pause screen |
Phase 5: Testing Nov. 4th |
Areas for Improvement |
Getting outside testers, Assigned improvements, Game summary Test run of submission to site |
Algorithm testing, glitch testing |
Tested graphics cohesion, impact, size, clarity |
Code Release Nov. 7th (deadline) |
Video and summary |
Submitted package to site
|
Level additions if possible Clean and polished
|
Fixed all graphics Polished |