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T1_That students know a third language, which will be preferably English, with an adequate level of oral and written form, according to the needs of the graduates in each degree
This subject introduces the student to the world of video games and its terminology in English. The student prepares for future professional development in English: both written and oral communication. Students will have to write texts related to video games, develop their own video game concept and present it to the rest of the class and record a Let's Play Video with comments.
There will also be additional activities to assimilate new vocabulary, videos and documentaries about the sector will be viewed and commented on, and grammar exercises such as fill the gaps, rephrasing, concordance, etc. will be carried out. The system of continuous evaluation will be used, that is to say, the final note of the student will depend to a large extent of the exercises and activities realized during the asignatura. It is not possible to pass this subject only by taking the final exam.
The classroom (physical or virtual) is a safe space, free of sexist, racist, homophobic, transphobic and discriminatory attitudes, either towards students or towards teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer prejudice from others.
1. Game analysis (Game Reviews) - Reading comprehension - Written expression
2. Presentation of a video game project (Game Concept Presentation) - Oral expression
3. Interviews / Documentaries of the sector - Oral comprehension
4. Let’s Play (LP) and other audiovisual material - Oral comprehension - Oral expression
The final grade of the course will be obtained from the following weighting:
A1. Exercise in class: Reading and analysis of reviews real 5%
A2. Work at home: Delivery of an original (critical) analysis 10%
A3. Work at home: Presentation of a video game project (Game Concept Presentation) 10%
A4. Exercise in class: Visualization and commentary of interviews / documentaries on referents of the sector 5%
A5. Exercise in class: Additional comprehension and oral expression activities 5%
A6. Exercise in class: Visualization of Let's Plays 5%
A7. Work at home: Creating a Let's play original 10%
A8. Final exam 50%
Final Note = A1 x 0.05 + A2 x 0.10 + A3 x 0.10 + A4 x 0.05 + A5 x 0.05 + A6 x 0.05 + A7 x 0.10 + A8 x 0.50
Considerations:
You must obtain a grade higher than 5 in the final exam to pass the subject.
An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
Any form of academic fraud will be sanctioned in accordance with the center's assessment regulations. If signs of fraud are detected, including the improper use of generative artificial intelligence tools, the subject's teaching staff may call the student for an individual interview with the aim of verifying their authorship.
Recovery
A grade higher than 5 must be obtained in the final retake exam to pass the subject. Activities carried out in class cannot be recovered, only unsubmitted homework will be allowed to be handed in. Submitted work cannot be retaken. The grade of the retake exam will be averaged with all of them with the same percentages.
Rules for carrying out the activities
Anthropy, Anna and Clark, Naomi (2014). Exploring the Foundational Principles Behind Good Game Design. Addison-Wesley Professional
Fernández-Vara, Clara. (2024). Introduction to Game Analysis. Routledge.
Hewings, M. (2005). Advanced grammar in use: a self-study reference and practice book for advanced learners of English; with answers. Ernst Klett Sprachen.
Adams, Ernest. (2014). Fundamentals of Game Design. Addison Wesley.
Bogost, Ian (2015). How to Talk about Videogames. University of Minnesota Press.
Egenfeldt-Nielsen, Simon, Heide Smith, Jonas, and Pajares Tosca, Susana. (2020). Understanding Video Games: The Essential Introduction. Routledge.
Skolnick, Evan. (2014). Video Game Storytelling. Berkeley: Watson-Guptill Publications.
Taylor, TL (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton University Press.