COP4428 N11 - Introduction to Software TestingBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
COP4428 N11 - Introduction to Software Testing Spring 3 0 3 6
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Assist. Prof. ÖZGE YÜCEL KASAP
Course Lecturer(s): Assoc. Prof. YÜCEL BATU SALMAN
Course Objectives: Course objectives are how to use agile methods in software testings, the testing step in software development lifecycle, test automation processes and how they work, how to take advantages of Selenium in test autmoation processes and automate test suits with continuous integration.
The teaching methods of the course are lecture and practice.

Learning Outcomes

The students who have succeeded in this course;
1) Understanding agile software development processes
2) Learning software testing methods
3) Understanding the test steps in software development lifecycle
4) Creating test automation plans and strategies
5) Developing test automation project with selenium and appium for web and mobile
6) Automate tests with continuous integration

Course Content

Software testing, test types, mobile testing, preparing test cases, test automation, creating a Selenium based test automation project, mobile testing with Appium, continous integration with Jenkins CI

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction + background: Fundamentals of Software Testing
2) Introduction to test automation, test automation tools
3) Applied Test Automation Project Iteration 1: Installation, preparing the environment
4) Role of the tester in Software Development Lifecycle, Mobile testing
5) Applied Test Automation Project Iteration 2: Creating a selenium framework and test project
6) Midterm
7) Test Types: Dynamic and static tests
8) Applied Test Automation Project Iteration 3: Appium Implementation for mobile testing
9) Anatomy of a test plan and the process of preparing test cases
10) Applied Test Automation Project Iteration 4: Writing test cases for both mobile and web
11) Test Project Management
12) Applied Test Automation Project Iteration 5: Continous Integration with Jenkins CI
13) Applied Test Automation Project Iteration 5: Continous Integration with Jenkins CI
14) Final project presentations

Sources

Course Notes / Textbooks: "Selenium Design Patterns and Best Practices - Dima Kovalenko,
Appium Essentials - Manoj Hans"
References: "Selenium Design Patterns and Best Practices - Dima Kovalenko,
Appium Essentials - Manoj Hans"

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 20
Homework Assignments 2 % 10
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 2 10 20
Study Hours Out of Class 14 5 70
Midterms 1 10 10
Final 1 20 20
Total Workload 162

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.