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Ship the App

A 90-minute, 4-round basic Express simulation on delivering software for a real client: slicing a minimum shippable version, trading scope, quality and the deadline openly with the client, collecting only the data a children's service needs, testing as you build, triaging bugs by severity, and the release and handoff

4 rondas Grado English, Español

Vista previa

Sobre la simulación

A 90-minute, 4-round basic Express simulation on delivering software for a real client: slicing a minimum shippable version, trading scope, quality and the deadline openly with the client, collecting only the data a children's service needs, testing as you build, triaging bugs by severity, and the release and handoff decisions, for high-school Career and Technical Education in software and app development, capstone client projects and courses preparing Certiport IT Specialist - Software Development.

Camila Zubiate, 17, leads a fictional four-student team building a booking app for Huisache Learning Studio, a small family-owned tutoring business in East Austin, Texas, over four two-week sprints from January to the spring sign-ups of Monday 8 March 2027.

Round by round you decide what the first version must do and how the team works with the owner, who has an account and what the app asks families and how the team tests, how to answer the owner's late requests for payment and a chat and in what order to fix a bug list with a privacy bug on it, and how the app goes live and what the studio gets at handoff; at each decision point the launch and its first month are projected again with the decisions taken so far.

Each round is scored on families booking online in the first month, open bugs at launch, the team's overtime and the client's trust, with the must-haves working shown alongside; letting children under 13 create accounts without verifiable parental consent (COPPA, 16 CFR 312.5) or launching with the known privacy bug (FTC Act section 5) caps the score. English with Spanish.

Para quién es

Una simulación introductoria que no requiere conocimientos previos de la materia, pensada para asignaturas de grado. También funciona en formación profesional, bachillerato y sesiones de onboarding.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados. La primera ronda arranca con: Monday 11 January 2027: the kickoff.
  3. La simulación se puede jugar en: English, Español.
  4. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • What the first version must do
  • How the team works with the client
  • Who has an account and what the app asks
  • How the team tests
  • The answer to online payment and the chat
  • The order of the bug fixes
  • How the app goes live
  • What the studio gets

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