The students' problems in courses with team projects
SIGCSE '90 Proceedings of the twenty-first SIGCSE technical symposium on Computer science education
Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
The art and science of game programming
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
An integrated approach to project management through classic CS III and video game development
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Using Scrum to manage student projects
Journal of Computing Sciences in Colleges - Papers of the Fourteenth Annual CCSC Midwestern Conference and Papers of the Sixteenth Annual CCSC Rocky Mountain Conference
Teaching Design Patterns Through Computer Game Development
Journal on Educational Resources in Computing (JERIC)
Games, stories, or something more traditional: the types of assignments college students prefer
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Teaching game programming using XNA
Proceedings of the 13th annual conference on Innovation and technology in computer science education
Teaching game design and game programming through interdisciplinary courses
Journal of Computing Sciences in Colleges
The game studies practicum: applying situated learning to teach professional practices
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Addressing industry issues in a multi-disciplinary course on game design
Proceedings of the 4th International Conference on Foundations of Digital Games
Proceedings of the 4th International Conference on Foundations of Digital Games
Emphasizing soft skills and team development in an educational digital game design course
Proceedings of the 4th International Conference on Foundations of Digital Games
Creating a games class: a walkthrough
Proceedings of the 4th International Conference on Foundations of Digital Games
Computer games and traditional CS courses
Communications of the ACM - Finding the Fun in Computer Science Education
Proceedings of the 1st International Workshop on Games and Software Engineering
Serious game development as an iterative user-centered agile software project
Proceedings of the 1st International Workshop on Games and Software Engineering
Creativity room 5555: evoking creativity in game design amongst CS students
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
Equality = inequality: probing equality-centric design and development methodologies
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Using Scrum in a quarter-length undergraduate software engineering course
Journal of Computing Sciences in Colleges
The entity system architecture and its application in an undergraduate game development studio
Proceedings of the International Conference on the Foundations of Digital Games
Articulating everyday actions: an activity theoretical approach to scrum
Proceedings of the 30th ACM international conference on Design of communication
Using Management Methods from the Software Development Industry to Manage Classroom-Based Research
Journal of Cases on Information Technology
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We propose a course design that fits a practical game development project into a regular game design lecture course. As this approach requires a consistent structure, our concept proposes an adaption of Scrum that is based on the game development life-cycle: ABC-Sprints consist of three Sprints to iteratively create Alpha, Beta and Completed versions of a game. We present a detailed walkthrough of the course and give results of a formal evaluation. These indicate that ABC-Sprints help students to manage their workload and to increase productivity over time. Consequently, three teams each presented a game at the end of the course that technically exceeded typical outcomes of game projects without lectures. We hence encourage to apply ABC-Sprints to other curricula and provide a set of recommendations.