Guía Docente 2023-24
INGLÉS II

BASIC DETAILS:

Subject: INGLÉS II
Id.: 31814
Programme: DOBLE GRADO EN INGENIERÍA INFORMÁTICA Y DISEÑO Y DESARROLLO DE VIDEOJUEGOS
Module: LENGUAS MODERNAS
Subject type: OBLIGATORIA
Year: 2 Teaching period: Anual
Credits: 6 Total hours: 150
Classroom activities: 65 Individual study: 85
Main teaching language: Inglés Secondary teaching language: Castellano
Lecturer: Email:

PRESENTATION:

 English for Information Technology (IT) Engineers is an English language course that linguistically supports students during their studies in the field of IT and later in the multicultural workplace. English in this course (Reading, Speaking, Listening,Writing, Grammar and Vocabulary) will be taught / learned in relation to IT topics and themes. These topics and themes range from technical and academic to social and cultural.

 

The course starts at a high B2 level and progresses into a C1.

 

PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:

General programme competences G01 Ability to use learning strategies independently for use in the continuous improvement of professional practice.
G02 Ability to analyse and synthesise problems of their professional activity and apply in similar environments.
G03 Ability to achieve common results through teamwork in a context of integration, cooperation and encouraging critical discussion.
G04 Ability to critically think about information, data and lines of action and their implementation in relevant social, scientific ethical issues.
G05 Ability to communicate in Spanish and English for professional issues in oral and written form.
G06 Ability to solve complex problems or contingencies that arise during professional activity within any organisation and adapt to the needs and demands of their professional environment.
G07 Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems.
G08 Ability to understand the role of the scientific method in the generation of knowledge and its application to a professional environment.
G09 Ability to work with respect for the environment and society through the proper use of technology and its application in promoting a sustainable economy and environment.
G10 Ability to master information and communication technologies and their application in their professional field.
Specific programme competences E01 Ability to solve mathematical problems inherent to engineering. Ability to apply knowledge about: algebra; geometry; differential and integral calculus; optimisation and numerical methods
E02 Ability to understand and master the concepts of the general laws of classical mechanics, fields, waves and electromagnetism and their application for solving video game development problems.
E03 Ability to develop the use and programming of computers, operating systems, databases and software and their application in the development of video games.
E04 Ability to understand and master the basic concepts of discrete logic, algorithmic mathematical and computational complexity, and their application for solving engineering problems.
E05 Ability to program applications both correctly, and efficiently, choosing the most appropriate paradigm and programming languages, applying knowledge of basic algorithmic procedures and using the types and structures of the most appropriate data.
E06 Ability to learn, understand and evaluate the structure and architecture of computers, as well as their basic components.
E07 Ability to design, analyse and implement applications based on the characteristics of the database.
E08 Ability to learn and master the features, functionality and structure of the Distributed Systems, Computer Networks and the Internet and design and implement applications based on them.
E09 Ability to learn and master the tools necessary for the storage, processing and access to information systems, including web-based.
E10 Ability to be familiar with the characteristics, functions and structure of operating systems.
E11 Ability to develop online games for multiple players.
E12 Ability to understand and analyse the structure, organisation, function and interconnection of the devices and systems in video game platforms.
E13 Ability to discover, design and assess the main foundations and techniques of player-computer interaction that guarantee the accessibility and userability of the systems, services and IT applications including video games.
E14 Ability to apply the main foundations and techniques of the smart systems and their practical application in diverse environments.
E15 Ability to apply the main foundations and techniques of programming in real time.
E16 Ability to fully manage and plan software projects and handle suitable tools to do so.
E17 Ability to understand and analyse the structure and function of the main hardware systems and peripherals in video game platforms.
E18 Ability to understand and apply the principles of ergonomics and "Design for all" in order to develop universally accessible interfaces and devices in the field of video games.
E19 Ability to recognise and apply the principles, methodologies and life cycle of software engineering.
E20 Ability to generate and analyse expressive and narrative resources and their application to video games.
E21 Ability to execute the art of video games, create characters and settings.
E22 Ability to manage techniques and tools used for artistic representation and expression.
E23 Ability to use creative processes in the design and development of video games.
E24 Ability to specially visualise and have knowledge of the graphical representation techniques, both in terms of traditional methods of metrical geometrics and descriptive geometrics using computer-assisted design application.
E25 Ability to design and create graphical elements and their application in the development of video games.
E26 Ability to perform the design and creation of animated characters and their application in the development of video games.
E27 Ability to apply the methods in the creation and preservation of synthetic images
E28 Ability to perform the design and construction of models with the information necessary for the creation and display interactive images.
E29 Ability to understand and apply the techniques of visualisation, animation, simulation and interaction on models
E30 Ability to design, develop, select and evaluate applications and systems, ensuring reliability, safety and quality, according to ethical principles and legislation and regulations.
E31 Ability to perform the evaluation of video games from their different approaches.
E32 Ability to evaluate, use and spread game engines.
E33 Ability to develop production developments in the field of video games.
E34 Ability to create and analyse games on their fundamentals and develop the understanding of what are the keys that determine how they work and their development.
E35 Ability to know and understand the video game industry from a business point of view
E36 Ability to identify and implement legal and ethical aspects of the gaming industry
E37 Ability to design and create sounds and sound environments and their application in game development
E38 Ability to produce an original project that integrates the skills acquired throughout the degree along with its presentation and defence before a university tribunal that relates to the field of design and game development.

PRE-REQUISITES:

Students enrolling in this course are expected to have a minimum of B2 in English demonstrated by one of the following:

For returning students:

1- having passed English in the first year of the degree programme,

For newly enrolled students:

2-recently having passed (less than 2 years ago) an official  exam at the required level (Cambridge or IELTS exams), or

3-by taking the IML level test and achieving a score equivalent to the required level on the Cambridge scale

 

SUBJECT PROGRAMME:

Subject contents:

1 - Course Review
2 - Academic and Professional Language Skills
    2.1 - Sources and Plagiarism - Paraphrasing
    2.2 - Business Initiatives- Technology Trends
    2.3 - Writing Workshop- Academic writing
    2.4 - Real English for IT and Gamers
    2.5 - Social business skills- Participating in Conferences/Business Culture/Meetings
    2.6 - Ethics and debating
    2.7 - Robotics
    2.8 - Technical English
    2.9 - Software Development -management and meetings
    2.10 - Podcast workshop
    2.11 - Jobs in ICT
    2.12 - New technologies
3 - English Language Skills
    3.1 - Practicing Genres - describing processes, explanations, proposals and suggestions, sequencing, idioms
    3.2 - Vocabulary Work
    3.3 - Grammar Work
    3.4 - IELTS Preparation
    3.5 - Academic English
    3.6 - Internet Privacy -Book Club
4 - Oral and Written Tests
    4.1 - Listening and oral tests

Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.


TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:

Teaching and learning methodologies and activities applied:

The teaching methodology used is a communicative approach in which students learn by working in groups or pairs speaking English to the lecturer and among themselves. The use of this approach guarantees that students use the grammar, vocabulary and language structures acquired. Classes will be developed using a wide range of texts and different pedagogical resources. Classes will include listening,speaking and reading activities. Writing tasks and grammar exercises will be done as self-study. The methodology encourages students to learn in a more independent and responsible way towards their own learning process. Self-learning strategies (in relation to listening and vocabulary learning in particular) will be taught in class to help students develop a more productive and independent way of learning.


Theoretical/ Practical sessions: Students are expected to participate and interact in class, ask questions, make suggestions and solve tasks. Outside class students must complete all the independent study tasks assigned and attend tutorial sessions whenever possible. This can be done by consulting the lecturer during office hours (or by appointment) to resolve any questions related to the subject.


Homework/ tasks: Students are expected to prepare every week for class.  The novel must be read at home each week on the weeks indicated and students must be ready to discuss it in class and the group presentation will be prepared outside of class too.


Academic expectations: San Jorge University maintain a high standard of academic integrity among its faculty and students. In becoming part of the San Jorge University academic community, you are responsible for honesty and independent work. Any student who takes part in any act of academic fraud will be seriously taken into account and your grade will be considerably reduced. Dishonesty and/ or plagiarism includes, for example: using another person’s ideas without referencing appropriately; inventing a bibliographical reference or pretending to have consulted one; inventing research results without having done the research, etc. This inappropriate behaviour will be considered especially in relation to texts copied from Internet. ALL work must be your own work, without the help of others. Writing that may primarily be someone else’s work will not be  accepted. To clarify what kind of help is admitted, refer to the following list.

YOU MAY:

• Consult with your teacher during office hours. • Write notes or questions on your drafts about particular doubts or problems with expressions that you may have. • Consult Dictionaries and grammar reference sources.

YOU MAY NOT:

• Submit any writing that translates your writing from Spanish to English. •  Academic dishonesty will not be tolerated and will automatically result in a mark of 0(no second chances given!). It only takes one act of academic dishonesty to fail the entire course.

Courtesy
Everyone will be encouraged to participate in class and it is essential that full courtesy is awarded to your classmates. Intentional class disturbances (for
example: using instant messenger programmes,  accepting a phone call during class, text messaging or listening to personal audio will not be tolerated.

 

 

Student work load:

Teaching mode Teaching methods Estimated hours
Classroom activities
Master classes 10
Practical exercises 10
Practical work, exercises, problem-solving etc. 12
Debates 10
Coursework presentations 10
Films, videos, documentaries etc. 2
Workshops 6
Assessment activities 5
Tutorials 0
Individual study
Tutorials 4
Individual study 20
Individual coursework preparation 17
Group cousework preparation 10
Project work 12
Research work 8
Compulsory reading 8
Portfolio 6
Total hours: 150

ASSESSMENT SCHEME:

Calculation of final mark:

Written tests: 40 %
Individual coursework: 30 %
Group coursework: 20 %
Final exam: 10 %
TOTAL 100 %

*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.

BIBLIOGRAPHY AND DOCUMENTATION:

Basic bibliography:

Glendinning, E and McEwan, J. Basic English for Computing, 2009.
Grussendorf, M. English for Presentations. OUP, 2008.
Jeremy, D. Cambridge English for Job Hunting. CUP, 2008.
Kirkpatrick, B and Mock,R. Read and Understand III. Learners Publishing, 2005
McCarthy and Duckworth. English for Telecoms and Information Technology. OUP, 2003
Mills, R. Speaking of Values. Pearson, 2006.
Moss. J. Successful Negotiations. Business English Pod, 2009.
Bonamy David,Technical English 4,Pearson, 2015
Eggers , D. (2013). The Circle: A Novel. New York, NY: Alfred A. Knopf.

Recommended bibliography:

Recommended websites:

General UK English learning website www.bbc.co.uk/worldservice/learningenglish
Free English grammar, vocabulary and business English exercises and tests on seven levels, for students and teachers www.nonstopenglish.com
Specialised talks and conferences in English www.tedtalks.com
Directory of online free computer, programming, engineering, mathematics, technical books www.freecomputerbooks.com
English IT terms www.pcworld.com
Compare English dictionary entries www.1000dictionaries.com
Cambridge Dictionaries Online - English dictionary, English-Spanish translation www.dictionary.cambridge.org
Free online dictionary and thesaurus www.wordreference.com
Online English dictionary www.merriam-webster.com
HowStuffWorks explains thousands of topics, from engines to lock-picking to ESP, with video and illustrations so you can learn how everything works. www.howstuffworks.com
English 4 IT is a self-paced course in technical English for IT students www.english4it.com


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