**3. Conclusion**

In our department, we generally focus on education in software engineering. So, in the design and development of games, the implementation side, including the iterative process, is vital to us. We are looking for ways and activities to teach students to

transfer formalisms and critical aspects of Game Theory into practice. It is not only a transfer into source code but also a design or feedback.

This chapter presents our experience implementing the Design and Development of Computer Games and other similar courses. We emphasize several essential methods and aspects like iterative development, rapid (paper) prototyping, and game testing. In the chapter, we presented educational activities mainly focused on game testing: Iteration of a card game rules, design of a board game, design of a computer game with a paper prototype, and testing of early-access games. Activities are described in steps, including their motivation and benefits. They are supplemented with our commentary from the educational process point of view and students' practical outputs in both text and graphical form. The results include feedback in the testing forms: Focus Groups, Playtesting, Usability Testing, and Quality Assurance.

Critical thinking and the ability to transfer formalism into practice are crucial in the game industry and software engineering. Based on our experience, we can say that the students' outputs are mostly interestingly processed. They do not lack creativity or attention to detail, which we consider a positive result. The game creators processed early-access game testing. They are primarily experts working in the game industry who gave students feedback on how beneficial the testing was, being positive in most cases. Based on this, we perceive the results as contributional.

We believe that our work will inspire lecturers from similar fields. Given that the results presented in this chapter are based on multiple years of experience with students, they can also be used as a basis for further studies and they will fulfill the title in terms of the way from theory to practice.

#### **Acknowledgements**

This work has been supported by Slovak KEGA Agency under grant no. 002TUKE- 4/2021: "Implementation of Modern Methods and Education Forms in the Area of Cybersecurity towards Requirements of Labour Market" and under grant no. 048TUKE-4/2022: "Collaborative virtual reality technologies in the educational process".

## **Author details**

Emília Pietriková and Branislav Sobota\* Technical University of Košice, Slovakia

\*Address all correspondence to: branislav.sobota@tuke.sk

© 2022 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

*Game Development and Testing in Education DOI: http://dx.doi.org/10.5772/intechopen.108529*
