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E12. Apply entrepreneurial initiative and innovation for the creation of new video games and business lines.
E14. Lead teams of designers, artists or developers to achieve the specified objectives in the time provided, in a structured manner according to the methodology established for project management.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G3. Gather and interpret relevant data (usually within their area of study) to make judgments that include reflection on relevant social, scientific, or ethical issues.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
The subject of Team Leadership and Management has as its main objective the training of future professionals who will have to work in a team and be part of a company culture.
We will delve into the essence of the concept of leadership, with a very practical aspect that serves them to discover themselves.
We aim to really serve students to know how to behave in a real and highly competitive work environment such as video games.
During the sessions, there will be a series of assessment activities in class where the aim is to gain knowledge of that block or section.
This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.
The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.
At the end of the course students must be able to:
The subject uses the following work methodologies:
Master class, presentations, video capsules, debates and forums, collaborative learning.
LEADERSHIP
1. Concept of leader
1.1. What is a leader?
1.2. Characteristics of a leader
1.3. Definition of leadership
1.4. The 4 leadership strategies
1.5. Types of leaders
1.6. Leadership styles and attitudes
1.7. Results-based leadership
2. Management of the company
2.1. Management functions
2.2. Three axes of direction
2.3. Decision making and negotiations
TEAM MANAGEMENT
3. HR and company culture
3.1. Evolution of HR
3.2. Company culture and work climate
3.3. Interpersonal relationships in the company
3.4. Management and assessment of the workplace
3.5. Staff selection
4. Emotional intelligence and motivation
4.1. Types of people
4.2. Managing Talent
4.3. Emotional intelligence to influence people
4.4. Motivation
5. Time management and work stress
5.1. Time management
5.2. Stress and occupational health
5.3. Contributions to the psychology of organizations
With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):
A1. Exercises in class: Dynamics and leadership activities (Evidence of learning outcome E12.2 and E14.2)
A2. Group work: Incentive, remuneration and benefits plan (Evidence of learning outcome E12.2 and E14.3)
A3. Final exam (Evidence of all learning outcomes)
General criteria of the activities:
The grade of each student will be calculated following the following percentages:
A1. Classroom exercises: Dynamics and leadership activities 25%
A2. Group work: Incentive, remuneration and benefits plan 30%
A3. Final exam: 45%
Final grade = A1 0,25 + A2 0,30 + A3 0,45
Considerations:
Recovery:
Keith, C. (2012). Agile game development with Scrum. Johanneshov: TPB.
Irish, D. (2005). The game producer's handbook. Boston, MA: Thomson Course Technology.