What is the best way to present the SDLC process as a board game?

Recently, I became interested in financial board games and saw how they can be very useful in teaching children certain concepts.

This made me think about whether it is possible to imagine some aspects of a software project through a board game and make it fun.

Here are a few things I have come up with so far:

  • human resources and tools / methods are presented in the form of maps.

  • also presented as cards that are distributed equally to each player, and the goal is to move all requirement cards through the SDLC card (one for each player), which are a series of squares grouped according to phases (design before deployment)

  • travel time is represented on the main square board, such as a monopoly, and completing a trip on board (“Go” transmission) allows the player to move each of the demand cards through several steps via the SDLC (the senior programmer allows one requirement to move two squares to the dev phase, the younger only one programmer, etc.)

  • Players will start with in-game money representing the project’s budget, and there will be payday on each Go pass. the player leaves the game if he runs out of money.

  • the main board also has chance / risk cards, which are things that can ruin a project. damage is applied in the stamp roll, and the odds modifiers depend on whether the user has “purchased” tools / methods.

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: BoardGameGeek, . http://www.boardgamegeek.com/article/4436694

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You can allow players to "exceed the budget" and score people in the budget left at the end of the game (negative result, positive for saving money).

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  • Snakes and stairs - for example

Module

 a. "Use TDD" - you can climb a small ladder
 b. "Broke the build" - get swallowed and go down.

End module

  1. like a game of life

Module

 a. Start out with certain amount of money
 b. You can hire programmers - again, you can hire ones with more skills/education/experience at higher cost, or cheaper ones at lower cost
 c. "Chance" squares with  cards that you turn over to determine events that may be worth time/money or setbacks
 d. You try to get to the end (complete the project)

End module

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