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The materials can be provided in Catalan as well as in Spanish or English.
B1_That students have demonstrated knowledge and understanding in a field of study that is based on general secondary education, and is accustomed to finding at a level that, although with the support of advanced textbooks, also include some aspects that involve knowledge from the forefront of your field of study
B2_That students know how to apply their knowledge to their job or vocation in a professional way and have the skills they demonstrate by developing and defending arguments and solving problems within their area of study
B3_Students have the ability to gather and interpret relevant data (usually within their area of study), to make judgments that include reflection on relevant social, scientific or ethical issues
B4_That students can convey information, ideas, problems and solutions to both specialized and non-specialized audiences
B5_That students have developed those learning skills necessary to undertake further studies with a high degree of autonomy
V12. Apply entrepreneurial initiative and innovation for the creation of new video games and business lines.
V14. Lead teams of designers, artists or developers to achieve the specified goals in the time allotted, in a structured manner according to the methodology established for project management.
T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the 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:
Irish, D. (2005). The game producer's handbook. Boston, MA: Thomson Course Technology.
Keith, C. (2012). Agile game development with Scrum. Johanneshov: TPB.