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E5. Write the specifications of a game and communicate them effectively to the team of artists and developers and other members involved in the creation and development of the game.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.
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.
This course introduces the student to the world of video games and their terminology in English. The student prepares for future professional development in English: both with written and oral communication. Students will be required 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. They will be free to choose the video game they want to work on.
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.
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 the student will reach a level of English that will allow him to carry out the following activities in this language:
E1. Read, translate and interpret game analysis (Reviews)
E2. Write this type of article following your own record
E3. Understand the operation and structure of the public presentation of a video game project (Game Concept Presentation)
E4. Develop and carry out the public presentation of a video game project
E5. Understand the general concepts of the audiovisual material of the sector
E6. Communicate in English appropriately to certain everyday situations in the video game industry
E7. Carry out an oral expression project through the recording of the Let’s Play of a free choice game
E8. Know the concepts and terminology of the sector to communicate effectively in professional environments
E9. Understand the responsibilities of each team in a video game development company and know the name of each department of the business structure in English (designers, developers, data analysts, testers, community managersEtc.).
E10. Assimilate the processes and methodologies used in companies in the sector and their name in English, from the initial phase of creation of the "concept art"until the final testing phase of"testing"pre - release, and the balancing and updating of the game after its release.
The subject uses the following work methodologies:
Critical reading of game analysis and video-game analysis, documentaries on video games, gamification, standard games quizzes, questionnaires, conferences of experts in the sector, grammar and terminology exercises, collaborative learning.
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
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. Reading and analysis of reviews real - Reading comprehension - (Evidence of E1 and E8 learning outcomes)
Joint reading in class of analysis of real games published in various online media. Access to articles through the Internet and subsequent analysis with grammatical and terminological explanations that will allow the understanding of the concepts.
A2. Delivery of an original (critical) analysis - Written expression - (Evidence of E2 learning outcome)
Presentation of an original and complete analysis of a game of free choice that demonstrates all the assimilated knowledge of this content.
All examples of analysis that we will have worked on together, including reference material, terminology, style guide / record, etc.
A3. Presentation of a video game project (Game Concept Presentation) - Oral expression - (Evidence of E2 and E4 learning outcomes)
Development and creation of a video game project using PowerPoint, Google Slides, Prezi.com or other similar program, and presentation of the project in the classroom to other students. Students may include images, conceptual art, and any other content created by themselves in order to prepare the presentation document. The final score of this exercise will be based on the presentation (not the PowerPoint document) including criteria such as public speaking skills, use of English, vocabulary, pronunciation, ability to connect with the audience, keep their attention and explain concepts clearly. At the end of the presentation there will be a round of questions open to all students.
A4. Viewing and commenting on interviews / documentaries on benchmarks in the sector - Oral comprehension - (Evidence of E5, E8, E9 and E10 learning outcomes)
Viewing and analysis of interviews / documentaries on benchmarks in the video game industry, such as Indie Game, Extra Credit video capsules, Core-A Gaming, etc.
A5. Additional comprehension and oral expression activities - (Evidence of E5 and E6 learning outcomes)
There will be various activities of questions, gamification, questionnaires, type games quizzes, etc. so that students can show that they have assimilated the audiovisual content we will have seen in class. Students will work in groups and will have the opportunity to consult and learn from their peers.
A6. Display of Let's Plays - Oral comprehension - (Evidence of E5 and E8 learning outcomes)
Visualization and analysis of Let's play most popular we can find right now on the net. Access to Let's play through the Internet, as well as more resources and grammatical explanations that will facilitate the comprehension of these videos.
A7. Creating a Let's play original - Oral expression - (Evidence of E6 and E7 learning outcomes)
Record your own video individually or in groups (maximum 4 people) following the style of Let's play that we will have worked together. You must provide a link to the video already posted on YouTube, Vimeo, or another video platform that is at least 5 minutes long.
A8. Final exam - (Evidence of all learning outcomes)
There will be a single final exam where the knowledge acquired in all the activities will be evaluated. This test consists of a part with questions about terminology or grammar content that we will have explained in class, and a set of reading, writing and oral comprehension exercises. The student has 2 hours to take the test that will take place within the examination period determined by the Directorate of Studies. An additional 6 hours of independent learning is considered necessary to prepare for the exam. Once the test has been completed, the teacher will publish the resolution.
General criteria of the activities:
- The teacher will present a statement for each activity and the evaluation criteria or rubrics.
- The teacher will inform of the dates and format of the delivery of each activity.
This course, due to the situation generated by the Covid-19, the activities will be adapted. All activities can be done from home with online classes and tutorials using Zoom.
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
It is necessary to obtain a mark higher than 5 in the final exam / equivalent test to pass the subject.
An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
It is the responsibility of the student to prevent plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. In addition, the professor will communicate to the Head of Studies the situation so that measures applicable in matter of sanctioning regime are taken. .
It is necessary to obtain a mark higher than 5 in the final exam / equivalent test of recovery to pass the subject. The activities carried out in class will not be able to recover, will only allow the delivery of works realized in house no presented, the works presented will not be able to realize again and the note of the examination of recovery will do average with all of them with the same percentages.
Rules for carrying out the activities
Hewings, M. (2005). Advanced grammar in use: a self-study reference and practice book for advanced learners of English; with answers. Ernst Klett Sprachen.
Skolnick, Evan (2014). Video Game Storytelling. Berkeley: Watson-Guptill Publications.
Anthropy, Anna and Clark, Naomi (2014). Exploring the Foundational Principles Behind Good Game Design. Addison-Wesley Professional