MYGAMES-EXPERIENCE SHORT LEARNING IN WORKING SITUATION (Q1992221): Difference between revisions
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(Changed label, description and/or aliases in 2 languages: Changing unique label-description pair) |
(Removed claim: financed by (P890): Directorate-General for Regional and Urban Policy (Q8361), Removing unnecessary financed by statement) |
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Property / financed by: Directorate-General for Regional and Urban Policy / rank | |||
Revision as of 00:23, 2 November 2020
Project Q1992221 in Italy
Language | Label | Description | Also known as |
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English | MYGAMES-EXPERIENCE SHORT LEARNING IN WORKING SITUATION |
Project Q1992221 in Italy |
Statements
10,600.0 Euro
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21,200.0 Euro
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50.0 percent
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18 September 2017
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9 October 2018
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19 October 2018
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ITCG CARLO MATTEUCCI
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'QUESTO PROGETTO VUOLE CONIUGARE L'ATTIVITà DI PROGRAMMAZIONE TIPICA DEI CORSO SIA DEL NOSTRO ISTITUTO CON LA INNOVATIVITà DEL RISULTATO ATTESO: IL CORSO FORNISCE AI PARTECIPANTI LE COMPETENZE NECESSARIE PER LA PROGETTAZIONE, REALIZZAZIONE, DISTRIBUZIONE IN OGNI SUA FASE DI UN VIDEOGIOCO. LA SCELTA DELL'OGGETTO DI PROGRAMMAZIONE Ê MOTIVATA: - DALLA CONSTATAZIONE CHE IL VIDEOGAME Ê UNIVERSALMENTE RICONOSCIUTO DAI GIOVANI COME IL MEDIA DI INTRATTENIMENTO PREFERITO, INFATTI CIRCA IL 65% DEI GIOVANI GIOCA AD UN VIDEOGAME. (FONTE: HTTP://WWW.ISFE.EU/INDUSTRY-FACTS/STATISTICS), DI CONSEGUENZA MOTIVANTE PER I NOSTRI STUDENTI -DALLA CARENZA DI SVILUPPATORI PROFESSIONALI SULL'ATTUALE MERCATO DEL LAVORO, QUINDI SICURAMENTE LA SCELTA DEL CORSO RISULTA INCENTIVATA PER QUANTI INTENDONO LASCIARE GLI STUDI AL TERMINE DEL DIPLOMA. . IL CORSO VUOLE OFFRIRE AGLI STUDENTI L'OPPORTUNITà NON SOLO DI POTER CREARE UN CONTENUTO IN AUTONOMIA, MA DI IMPARARE COME REALIZZARE UN PRODOTTO EFFICACE DAL (Italian)
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THE AIM OF THIS PROJECT IS TO COMBINE THE ACTIVITIES THAT ARE TYPICAL OF THE COURSE OF THE COURSE AND OF THE EXPECTED RESULT: THE COURSE PROVIDES PARTICIPANTS WITH THE SKILLS NEEDED FOR DESIGNING, IMPLEMENTING, DISTRIBUTING AT EVERY STAGE OF A VIDEO GAME. THE REASONS FOR THE CHOICE OF THE SUBJECT MATTER ARE AS FOLLOWS: — FROM THE OBSERVATION THAT THIS IS UNIVERSALLY RECOGNISED BY YOUNG PEOPLE, SUCH AS THE FAVOURITE MEDIA OF ENTERTAINMENT, ABOUT 65 % OF YOUNG PEOPLE PLAY IN A VIDEO GAME. (SOURCE: HTTP://WWW.ISFE.EU/INDUSTRY -INDUSTRY/STATISTICS), THEREFORE MOTIVATING FOR OUR STUDENTS — BECAUSE OF THE LACK OF PROFESSIONAL DEVELOPERS ON THE CURRENT LABOUR MARKET, THEREFORE THE COURSE CHOICE WILL BE ENCOURAGED FOR THOSE INTENDING TO LEAVE THE STUDIES AT THE END OF THE DIPLOMA. . THE AIM OF THIS COURSE IS TO GIVE STUDENTS THE OPPORTUNITY NOT ONLY TO CREATE AUTONOMY BUT TO LEARN HOW TO MAKE AN EFFICIENT PRODUCT FROM THE (English)
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Identifiers
E89J16000690002
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