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Class Internship and Professional Integration

  • Presentation

    Presentation

    The presentation of internship activities and discussion of case studies is seen as essential for the acquisition of various skills, including understanding the importance of a comprehensive model (recognizing targets / aims / sources) for the identification and selection of methods and evaluation tools. In this way, we intend to foster in students an important bridge between the theoretical and the practical knowledges, in order for them to recognize the importance of allying the inherent processes of creative, artistic and technological production to the professional practice towards to a continuous improvement of knowledge and skills.
  • Code

    Code

    ULP2533-25172
  • Syllabus

    Syllabus

    Presentation of companies and/or research projects for internships; How to create a curriculum/portfolio; Academic work in business context; Definition of the trainees' roles; Integration in the hosting institution; Characterization of the internship's phases; Development of the internship plan; Presentation of activities and case studies, integrating current theoretical knowledge and state of the art; Definition of the final project; Preparation for presentation and defense of the final project.
  • Objectives

    Objectives

    By the end of the course, the student should have acquired skills enabling them to perform roles in any organization in the field of Video Games and Multimedia Applications. They may be integrated into companies or projects to develop their internship, always with the support of the company and course professors. Students should be ready to pursue a career in the creative industries. Students undertake the internship based on one of two components: 150-250h of internship in a company or a project supervised at U. Lusófona. In both cases, they must be accompanied by at least one supervisor. In a company internship, there should be a supervisor in the company and one at the University (suggested based on the area or function to be performed). In the case of a project, a University supervisor is required. All students must maintain contact with the course coordinator to communicate progress weekly.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    This curricular unit consists of contact hours distributed in tutoring classes (1 per week) and internship (150h-250 in a company or project). Tutoring classes will be mainly focused to monitor and guide students during work development and respective integration in a business context. Initially, the teaching methodology will be focused on the fundamental aspects of creating a solid portfolio that seeks to emphasize all academic work done throughout the course. This strategy will help students in creating a more personalized portfolio based on their profile strengths as future professionals in creative industries.    Curriculum, portfolio and interviews and spontaneous applications _ 20%; Internship / Project (hours of total work, supervisors evaluation and participation factors)_60%; Internship / Project report (internship/project writing, presentation and discussion)_20%.   This UC can only be carried out by Continuous Assessment, an exceptional regime approved in CC (without exam).
  • References

    References

    Adams, E. (2003), Break Into The Game Industry: How to Get A Job Making Video Games, McGraw-Hill Education. Chatfield, T. (2010), Fun Inc. - Why Games Are The 21st Century's Most Serious Business, Virgin Books. Costello, V., Youngblood, S., Youngblood, E. (2012), Multimedia Foundations: Core Concepts for Digital Design 1st Edition, Focal Press. Kennedy, S. R. (2013), How to Become a Video Game Artist: The Insider's Guide to Landing a Job in the Gaming World, Watson-Guptill. Taylor, F. (2013), How to Create a Portfolio and Get Hired, Second Edition: A Guide for Graphic Designers and Illustrators, 2nd edition, Laurence King Publishing. Zackariasson, P., Wilson, T., ed. (2014), The Video Game Industry: Formation, Present State, and Future, Routledge Studies in Innovation, Organization and Technology.
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