YOU WILL BE ASKED TO WORK ON CONCRETE PROJECTS, ALONE OR IN GROUPS, WHILE BEING COACHED BY AN INDUSTRY PROFESSIONAL OR A PROFESSOR THROUGHOUT. THESE PROJECTS WILL SERVE AS A SPRINGBOARD TO FIND AN INTERNSHIP OR YOUR FIRST JOB.
Active pedagogy and project-based learning: what is it?
Businesses need people who are more creative, capable of taking initiative, able to learn, and who have interpersonal relationship skills like “knowing how to work in a team”. However, changes in the world of education are not quick enough and suffer from inertia in their systems and behaviours, but also from lacks in the acquisition of new collective skills. In this context, which approaches allow us to stimulate creativity, initiative, and risk taking in order to overcome the challenges of the 21st century? How can we educate young people and prepare them to become creative and collaborative? What will be the future template for schools? Which pedagogical approaches should we privilege? How can we develop the talents and skills of students?
Our profound conviction is that we must put into place a pedagogy that is adapted to this new reality, in which a student will co-create their own educational pathway. Their studies should bring them a high-value learning experience. From the G.BS Bachelors to the Masters, the search for skills acquisition will allow students to develop a durable employability level, and constant adaptability.
For almost a half a century, we have been undergoing a change in the educational paradigm, which has progressively been passing from a logic of transmitting knowledge through a teacher or an expert in the field to a logic centred on skill-based learning targeted at professionalism. Knowledge is available easily and instantly, and the development of MOOC is further enabling this. The goal, then, is no longer to acquire knowledge, but rather skills.
Project-based learning is a type of active pedagogy, at the heart of our DNA, which allows learning through the realisation of concrete productions. The project can be individual or collective.
What are the benefits for our students?
« More autonomy, motivation, and a better capacity to find their pathway to their career, to find a job and to increase their acquisition of skills. »
Why and how?
Being similar to the situations in which students will find themselves in their professional lives, projects help students to be better prepared for the world of work. Additionally, group work presents three advantages: it inspires motivation: it encourages working hard against obstacles; it allows students to be confronted with complex tasks and situations, and it develops collaborative skills and communication skills which are designed to overcome problems. Numerous studies show the benefits of project-based pedagogy: better class content integration (with as an added bonus know-how and social skills to resolve complex issues); increased motivation to learn; and better cooperation between teachers.
All of these elements converge today to change pedagogical approaches: students need to be accompanied in the construction of their career path and they need us to give them rich learning experiences, teachers want to rediscover the pleasure of teaching and to collaborate, businesses need competent, creative collaborators who are capable of taking initiative. The search for pedagogical excellence is a major issue. Project-based learning is a response to this search that is both ambitious and promising.
GAMING AND ESPORT PROJECTS
Our pedagogical approach is principally that of problem-based and project-based learning. This style allows skill acquisition, guaranteeing a high level of employability. All of the projects that you will undertake will be proposed by businesses. Examples of projects carried out at Bachelors and Masters:
Business creation pitch
- Pitch a business plan to representatives of Crédit Mutuel
- Objective: gain a critical insight from a baking firm in order to better develop the business
Create a game concept
- Know the production chain jobs
- Know the main components of a video game
- Game design
- Know how to direct the game concept of a project to the creation of a new game
Market research for France esport
- Creation of an economic model
- Marketing plan
- Explanation of the structure of the regional Esports association
- Proposal for liaison between the regional and national associations
- Preparation of a provisional calendar
Esports and oration
- ‘Is Esport a sport?’ 5 minutes to convince the Minister of Sports. An exercise to:
- Understand the controversies
- Update and deconstruct the stereotypes
- Learn how to master the voice and use voice stress to convince.
Create visuals for a game concept
- After having created a new game responding to the needs identified through their market research studies, a week long project to understand how to present them visually within a game concept.
- Define the most pertinent artistic direction through the creation of mood boards.
- Manipulate and assemble elements through Photoshop, Illustrator and Sketchup in order to create screen mockups and other necessary visuals for the communication of the concept.
Popularize the sociology of innovation
- Build a pedagogical tool in the form of a MOOC or a website to popularize the concepts of the sociology of innovation and the anthropology of techniques.
Organise an esports event
- Choose an event to hold on campus
- Construct a budget
- Contact financial partners, media and logistics
- Create a communication framework : website / social media / offline
- Use B2B and B2C communication
- Hold the event
- Analyse the successes and failures
- 36 hours to familiarise yourself with group creativity for the purpose of an innovative company launch
- How to boost your creativity
- Know and apply the 3 main methods
- Know how to formulate a creative question
- Enrich a concept
Sprint “Business strategy”
- Objective: to know and use skills to conceive their project strategy
- Fundamental framework
- SBU and CSF
- Value proposition canvas
- Business model canvas
- Porter’s five forces and mastering the PESTEL model.
Discover graphic design
- Create a promotional visual for a video game
- Justify graphic choices: fonts, layers, effects
- Learning via peer2peer: in pairs, with one experienced student and one beginner.
Manage a media gaming community
- Create a blog and a twitter
- Follow the gaming industry news
- Regularily publish content
- Analyse audience statistics
- Meet audience targets
- Introduction to HTML and CSS
- Insights into IT development
- Publication of a Website
Rush Digital Project
- Stage 1: Digital marketing strategy for an Escape Game company.
- Stage 2: In depth insight into SEO techniques with Mr. Pourron, expert consultant from Bolero
Create, host and develop a stream.
- Define the editorial approach
- Conceive a graphics chart
- Prepare the technical infrastructure
- Analyse audience statistics
- Meet audience targets
Create a level concept
- Game concept creation workshop
- Learn about video game production documents
- Know how to communicate and to win people over
- Develop you video-entertainment culture
Imagining a franchise: from books to comics through video games.
- Identify the necessary measure to create a universe
- Differentiate a universe from a story
- Propose and structure a cross-media approach (narrative, marketing, interactivity)
INDUSTRY CONTRIBUTORS & COACHES
Mr Vivien Cauhépé has been at Ubisoft for 5 years. He is currently the Live and Monetisation Manager for the Ghost Recon brand in Paris. At G.BS he shares his knowledge of digital strategy and monetisation.
Ms Véronique Palmier has 25 years of professional experience in the management and finance sectors with the video game industry. Ms Palmer accompanies students in the subject of financial management.
Mr Sébastien Branche created a multimedia studio and has notably participated in the elaboration of video campaigns for major gaming stakeholders. He is currently the co-founder of Sbra consulting. Mr Branche helps students in their business creation projects.
Ms Sonia Findling has been an opera singer for 20 years. She notably has sung for 17 years with the National Opera of Lyon. She now shares her knowledge as a voice and public speaking coach for professionals and students.
Mr Jean-Baptiste Gabellieri has been a Data Analyst at Addictiz, a mobile game publisher whose most well-known game is “Paf le Chien”. He is known in charge of e-commerce for the Shopix brand. He coaches G.BS students in business applied data analysis.
Ms Séverine Schumacher is the founder of Efficens, a company specialising in the management of innovation since 2006. Efficens has accompanied many large industrial groups as well as small and medium-sized businesses in their innovation projects: from the conception to the introduction to the market of their product/services. Ms Schumacher coaches market research studies and management of innovation.
Mr Théophile Monnier was the commercial director at Millenium, a pioneer of the esports sector, and is now Director General at Eclypsia. He helps our students throughout the curriculum, specialising in business development.
Mr Audric Guigon was an R&D engineer for 6 years within an online advertising start-up. He then specialised in cloud solutions, most notably around Amazon Web Services. He has now created his own cloud solutions consultancy firm. He helps our students in the creation of their own websites.
The steering committee
The Steering Committee of Gaming Business School, composed of professionals, brings its members experience and reflection to the management of the school. This is in order to constantly adapt our educational and developmental strategy to best suit the needs of recruiters.
French General Manager – Riot
Head of Marketing and Communication France and Benelux – EA
Live and Monetisation Manager – Ubisoft
Head of Loyalisation – Micromania-Zing
Founder & Chief Creative Officer – Fauns
Esports & Social Research
CEO – Chiliz
CFO – Video Game and Software Companies
Founder – Efficens
ex Director of strategies – Havas
Senior Consultant – Créargie
CEO – Studio kiupe
CEO – BPK entertainment
Pierre Alain Gagne
CEO – Dowino
Some of our teachers
Consultant – Créargie
ex. Marketing Manager – Danone
Professeur vacataire – HEC Paris
CFO in video game and software companies
ex. Arkane Studios
Journalist for EuroNews
Reports on large international sporting events
Public Speaking coach
Managing Director – Eclypsia/Customer relationship Manager – Webedia
Co-founder of Digi Atlas
Digital Marketing Consultant
Professor of Sociology and Anthropology at the Universities of Saint-Étienne and Montpellier 3
Operational and Strategical Marketing
Founder of Efficens/Harvard Business School Graduate
Director General of Evercom Studio
Partner and Founder of Sbra Consulting
Founder of Graine de Conseil
Business Manager at CIC
Mission Director at EY
Founder of Studio DRIFT
Ecommerce Director at Shopix/Head of Data at digiSchool/Data Analyst at Addictiz
Founder of fkjn Consulting
ex. Strategy Director at Havas
Expert SEO Consultant at Bolero
Guest Lecturer at HEC
Esports & Social Research
Postdoctoral Scholar – Insep
Ph.D – Université Paris Descartes
Digital Strategy and Monetisation
Live and Monetisation Manager at Ubisoft
Infrastructure and Website Creation
CEO of Solution Cloud
Engineer at R&D & Adways
Web developer at BoxTelecom
Founder of Studio 3WG
Cofounder of LnL Consulting
ex European Manager of Envy Gaming
Cofounder and audiovisual director ZQSD
Founder of Appear Studio, Interactive design expert & creative team manager
Mickaël Da Costa
ex head of LDLC team events and community at Electronic Arts
Influencer consultant and founder of la Brigade du Web