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Writing Successful Undergraduate Dissertations in Games Development and Computer Science PDF

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Writing Successful Undergraduate Dissertations in Games Development and Computer Science Writing a dissertation in the final year at university can be a highly daunting task for any student, but particularly if the degree is practically oriented and implementation based. This book provides an accessible, concise guide to producing a dissertation in computer science, software engineering, or games development degrees, with research projects typically involving design, implementation, testing, and evaluation. Drawing on the authors’ extensive knowledge and experience of supervising dissertation students, the book offers a step-by-step guide to the key areas of writing a dissertation alongside real-life examples. Chapters cover: • Producing literature reviews. • Formulating research questions. • Understanding epistemologies. • Selecting methodologies and research methods. • Software development life cycle methodologies. • Evaluation, statistical analysis, and formulating conclusions. Working methodically through the different stages of writing a dissertation, this is an essential comprehensive guide for all students producing any form of dissertation in computer science, software engineering, or games development. Thomas Hainey is Programme Leader of Computer Games Development at the University of the West of Scotland, UK. Gavin Baxter is a lecturer in Computer Games Development at the University of the West of Scotland, UK. Writing Successful Undergraduate Dissertations in Games Development and Computer Science Thomas Hainey and Gavin Baxter Cover image: © Getty Images First published 2023 by Routledge 4 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 605 Third Avenue, New York, NY 10158 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2023 Thomas Hainey and Gavin Baxter The right of Thomas Hainey and Gavin Baxter to be identified as authors of this work has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data Names: Hainey, Thomas, author. | Baxter, Gavin, author. Title: Writing successful undergraduate dissertations in games development and computer science / Thomas Hainey and Gavin Baxter. Description: First Edition. | New York : Routledge, 2023. | Includes bibliographical references and index. Identifiers: LCCN 2022023968 | ISBN 9780367517076 (Hardback) | ISBN 9780367517083 (Paperback) | ISBN 9781003054887 (eBook) Subjects: LCSH: Dissertations, Academic‐‐United States‐‐Authorship. | Dissertations, Academic‐‐Research‐‐Methodology. | Computer science‐‐Study and teaching (Higher) | Computer games‐‐Programming. | Computer games‐‐Design. | Application software‐‐Development. Classification: LCC LB2369 .H26 2023 | DDC 808.06/ 6378‐‐dc23/eng/20220902 LC record available at https://lccn.loc.gov/2022023968 ISBN: 978-0-367-51707-6 (hbk) ISBN: 978-0-367-51708-3 (pbk) ISBN: 978-1-003-05488-7 (ebk) DOI: 10.4324/9781003054887 Typeset in Bembo by MPS Limited, Dehradun Contents Acknowledgements vii How to Use This Book viii 1 Introduction to Dissertations 1 2 Academic Rigour 11 3 Citations, Referencing, and Hierarchy of Academic Sources 21 4 Research Ethics 38 5 Dissertation Structure in Games Development and Computer Science 50 6 Research Methodologies and Methods 67 7 Formulating Research Questions 79 8 Performing a Literature Review 87 9 Selecting a Software or Games Development Life Cycle Methodology 98 10 Selecting a Software Design Modelling Language (SDML) 111 vi Contents 11 Design 127 12 Implementation 144 13 Testing 158 14 Evaluation 174 15 Statistical Analysis Techniques 188 16 Discussion 199 17 Conclusions 205 18 References 210 19 Appendices 213 20 Writing Up and Proofreading 216 21 Data Collection Mechanisms 224 22 General Questionnaire Design 229 23 Basic Intervention Experimental Design 245 24 General Academic Writing Tips 255 25 Presenting Research 263 26 Defending Research 276 27 Summary 282 Index 288 Acknowledgements Combined acknowledgements We would like to thank all of the alumni, colleagues, and contributors who made this book possible and as informative as it is. Special thanks to: Alan Williams, Julie Black, Sabbir Ahmend Chowdhury, and Dr. Jan Elizabeth Smith. Thomas Hainey To the memory of my mother Anne Hainey who died during the production of this book and the memory of my father Thomas Hainey. May you both sleep peacefully. I would also like to thank Jim Aitken for his support. Finally I would also like to acknowledge my colleague Dr. Gavin Baxter for his efforts, patience, and friendship over the years and also the students who inspired me to write this book. Gavin Baxter I would like to dedicate this book my mother Maureen Baxter and to the memory of my father Gordon Baxter. I would also like to acknowledge my research colleague, Dr Thomas Hainey, for his friendship throughout the years and for helping to make the writing of this book a very worthwhile and knowledgeable experience. How to Use This Book This book is written to guide honours students to write successful dissertations in games development and computer science. We impart our knowledge and experience of supervising hundreds of dissertation students in the last decade to assist you (the student) on your dissertation path and academic journey. We will take you through every part of an honours dissertation we can think of. This book is something of a how-to guide, with some specifics, and it also shares ideas and pointers when specificity is impossible. We have tried to strike a balance between answering all your questions while also being thought-provoking enough to provide ideas for your own unique dissertation. If you are stuck, there will hopefully be a section in our book to guide you and put you on track so you are never confused or out of ideas. This book is your essential guide to writing a successful dissertation project in your field in a methodical, easily understandable manner, and all you have to do is read it to generate countless ideas to help you move forward to unlock your graduate capabilities, fulfil your potential, and achieve your dreams. Dissertation examples This book uses real-life practical dissertation examples from Table 0.1. The excerpts and examples are kindly used with permission from the authors. Throughout the book, the dissertation will be referenced with ‘Dissertation’ and the appropriate letter. How to Use This Book ix Table 0.1 Dissertation key Reference Title Author A Development of a 3D platform game to Kenneth Yorke (Games evaluate game aesthetics and level Development Graduate) design typologies to support the game dynamics of fun, challenge, and reward. B Development of an Entity Relationship Thomas Hainey (Software Editor and Schema Generator. Engineer Graduate) C Reviewing Artificial Intelligence in the Kamil Witonski (Games context of games development: an Development Graduate) analysis of its application within racing games. D Analysing the effects of progression in Alasdair Hendry (Games RPGs. Development Graduate) E Effects of Narrative on Player Michael O’Neil (Games Immersion, Motivation and Technology Graduate) Engagement. F Development of a Requirements Thomas Hainey Framework for a Serious Game to (Computer Science Teach Rudimentary Programming Graduate) Concepts in Higher Education. G Development of a 3D Platform Game to Julie Black (Games Evaluate Game Aesthetics and Level Development Graduate) Design Typologies to Support the Game Dynamics of Fun, Challenge and Reward. H Investigating the level design principles Michalis Antonis (Games that are required to develop a truly Development Graduate) convincing survival horror game. I Using Blogs for Organisational Learning: Gavin Baxter (Computer A Case Study in an ICT Division. Science Graduate) J Does MySQL stand up against more Stuart Graham (Software powerful DBMSs in relation to a Engineer) company’s needs? K Using games-based learning to teach Thomas Hainey requirements collection and analysis at (Computer Science tertiary education level. Graduate) USEFUL TIPS (UT) We have placed useful tips throughout this book that will be highlighted and summarised using the abbreviation key: UT. We will summarise these in the final chapter.

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