Course Specification BSc (Hons) Creative Media Technology 201 8-19 (BSCMT) - LEEDS BECKETT UNIVERSITY
Page content transcription
If your browser does not render page correctly, please read the page content below
LEEDS BECKETT UNIVERSITY Course Specification BSc (Hons) Creative Media Technology 2018-19 (BSCMT) www.leedsbeckett.ac.uk
School of Computing, Creative Technologies and Engineering Award and programme title: BSc (Hons) Creative Media Technology Level of qualification: Level 6 Interim awards available: Award Title Level BSC Creative Media Technology 6 DIPHE Creative Media Technology 5 CERTHE Creative Media Technology 4 Length and status of programme and mode of study Programme Length (years) Mode (campus- Status based / DL or (FT/PT/SW) other) BSc (Hons) Creative Media 3 Years FT Campus-based Technology BSc (Hons) Creative Media 4 Years SW Campus-based Technology Course Specification Overview and Aims This is a practical course which is aimed at creative and dynamic individuals with an interest in digital technology and passion for modern media trends. Teaching and learning takes place on vibrant Headingley Campus which is set within 100 acres of parkland and equipped with modern, state-of-the-art labs and flexible learning spaces. The Creative Media Technology course aims to deliver a curriculum focused on three core subject areas: • Design and graphics
• Web and Interactivity • Professional Practice and Skills These have been clearly identified by employers as the key skills and attributes that graduates must demonstrate. Each subject area focuses upon the creative application of technology within the discipline and ensures students are versed in the latest industry-standard software packages. The range of businesses that employ graduates from this course, require multi- skilled graduates who can contribute to a variety of projects. Therefore the course offers a broad, multi-disciplinary curriculum and therefore students also have opportunity to engage with specialist areas such as: • Digital Video • 3D Graphics and Animation • Mobile Applications A distinctive feature of the course is its close links with a range of commercial companies which contribute to an advisory employer forum. These range from digital advertising agencies and web development companies to e-learning producers and video post- production houses. Our relationship with these companies informs our approach to module design and assessment. Our use of an employer forum has direct input into the briefs set for students and a number of our undergraduates have secured year-long industry placements as part of their degree. Core staff teaching on the course actively pursue research and many lecturers divide their time between their academic work and commercial sector activities. This approach ensures that the student experience keeps pace with the rapidly changing digital environment and provides exposure to academic and employment opportunities. Throughout the degree course students will encounter a range of learning environments and experiences, preparing them for the modern workplace. These range from responding creatively to real-world briefs, innovative approaches to pitching concepts, working effectively in teams, contextual research techniques and producing work for clients. Course Learning Outcomes 1 Systematically understand the key aspects of creative, technical and professional practice in the creative media industries. 2 Develop and research original ideas, then communicate and manage production workflow and responsibilities to translate these creative ideas into final products, services or content. 3 Critically review established techniques of analysis and design that encompass creative industry standards and practices. 4 Encourage professional development and personal growth through regular engagement with critical reflection on professional practice, including the contributions and performance of self and others when team-working.
5 Independently undertake research and critically evaluate arguments, assumptions, abstract concepts and data (that may be incomplete) and to frame appropriate questions to achieve a solution, or identify a range of solutions, to problems. 6 Develop a portfolio of practical work demonstrating practical skills and employability that facilitates appropriate transition between academic study and the industrial workplace. Course Structure Level 4 Level 4 aims to deliver the fundamental principles of the subject areas. It aims to offer a broad curriculum, allowing students to find their preferred role(s) and career path(s). It also aims to develop the students’ understanding of the creative media industries. Semester 1 Core (Y) Semester 2 Core (Y) Web authoring 3D Principles Y Y (20 credits) (20 credits) Graphic Design Digital Video Y Y (20 credits) (20 credits) The Creative Media Media Project Y Y Industries (20 credits) (20 credits) Level 5 Level 5 builds upon the fundamental principles of Level 4, preparing students for the production of large-scale media projects. It offers students greater flexibility in setting the context of their assignments and the specialism(s) they hope to develop. Project and professional skills are developed through group-based assessment. Semester 1 Core (Y) Semester 2 Core (Y) Visual Communication Video Post Production Y Y (20 credits) (20 credits) Web Design Interactive Media Design Y Y (20 credits) (20 credits) Advanced 3D Animation Group Project Y Y (20 credits) (20 credits) Level 6 Level 6 aims to prepare students for the creation of commercial projects and creates the opportunity for them to do so. It greatly encourages portfolio development, self-directed learning and the selection of specialisms. Students customise the course to their individual needs through the selection of an elective and the completion of deliberately inexplicit project briefs. Semester 1 Core (Y) Semester 2 Core (Y) Production Project (40 credits) Y
Choose 2 out of 5 electives Professional Portfolio (all 20 credits): (20 credits) Y Short Story Choose 1 out of 2 electives 3D Visualisation N (all 20 credits): Motion Design N Design Thinking Scriptwriting Mobile Gaming Web Development Learning and Teaching Details relating to contact hours and other key information sets (KIS) are available on the course page of our Online Prospectus on our website. Learning and Teaching Approaches The Course employs a wide range of learning opportunities and teaching methods, informed by curriculum review, pedagogic research and continuous staff development. Particular methods for each module or cohort are identified prior to delivery through the annual planning process. Innovative approaches to teaching, learning and assessment are encouraged. For example, at level 4, as part of their assessment students are required to get out of the lab, to get into the field and engage with the creative media industry by attending events, entering competitions, researching companies and potentially applying for jobs. Peer assessment is used extensively, replicating the way that companies work and recruit. The Course seeks to expand the application of technology in the delivery of teaching and learning support wherever appropriate. Scheduled sessions will include the use of lectures, seminars, tutorials and practical laboratory sessions. Advantage will be taken of both technology and supportive activities to ensure that effective learning takes place. These activities will include the use of simulations, role play, case studies, projects, practical work, work based learning, workshops, peer tutoring, peer group interaction, self-managed teams and learner managed learning. Our Learning and Teaching Strategy is based on the Vision, Values and Strategic Themes set out in the Strategic Plan 2010 – 2015. Our vision is: “to be acknowledged for our commitment to student success, our innovation and enterprise, our global reach and strong local impact”. We do this by pushing students, by the consistent use of industry style projects in each year, by using a variety of teaching and assessment strategies, and by encouraging students to research the industry in both a local and a global context.
Our Learning and Teaching Strategy has strong connections with other strategies including; Widening Participation, Research and Enterprise, Schools’ Partnership, Employability and Human Resources. We are committed to the following values: Inspiring We share our values and ideas with passion, energy and commitment, supporting all to achieve their potential. Creative We stimulate innovation, imagination and discovery, generating challenging and original ideas. Enterprising We identify and maximise opportunities using our resources widely and building on our strengths. Purposeful We are clear as to our shared plan and committed to delivering this efficiently and effectively. Respectful We are inclusive, supportive and ethical in our behaviours and actions, actively valuing diversity. Professional We expect and uphold high standards, leading by example with integrity and responsibility Learning and Teaching Activities Theoretical and technical materials are delivered via a lecture series. The students are offered the opportunity to develop their understanding of these materials through tutorials, seminars and practical lab workshops. They then apply their new knowledge and skills in the production of practical, product-based assignments. Evaluation, critique and reflection is embedded in all learning and teaching activities. Students are challenged and stimulated by the mixture of different assessment types and content: group and individual; technical and artistic; web design, programming, film and audio. They are encouraged to make best use of their prior experience by using these in their projects. Many students choose to follow up on outside activities by developing industry standard products for external organisations they have been involved with. Learning activity fosters personalised learning by allowing students to choose their own projects at all levels and to set the scope of these as appropriate. We provide an inclusive learning environment for a diverse range of students. All laboratories are accessible to all students, and written materials are available in standard electronic formats. Furthermore, the university provides amanuenses and helpers for those who need them. Graduate Attributes (UG only) All our undergraduate students will develop three graduate attributes.
Students will be enterprising, digitally literate and have a global outlook. Enterprising Students develop entrepreneurial skills by: developing innovative solutions to specified project briefs pitching creative ideas in written, verbal and graphical formats developing a deep understanding of the creative media industries through contextual research producing commercial products Digitally Literate: Students develop their digital literacy by: producing products using high-end software systems researching solutions to complex issues using authoritative digital sources evaluating the capabilities and limitations of digital hardware Global Outlook: Students develop their global outlook by: developing products appropriate for the international market integrating a wide range of cultural and ethnic influences in their concept development Graduate Attributes Mapped to Specific Modules: Below are some specific examples of how the Graduate Attributes are engrained within the ethos of this course. Enterprising: L4 The Creative Media Industries: In this module, students will make their first contact with employers in the creative industries. They will learn how to interview, develop their contextual knowledge and learn how to collaborate with their peers. L5 Web Design: Students develop essential enterprising skills by finding a real client and creating a website for them. L5 Group Project: This module requires students to develop skills in creative problem solving. They are required to create a finished product by exploiting the resources and opportunities made available by the Faculty. L6 Production Project (Part 1): In this module, students will apply learned theory in developing novel ideas. They will also learn how to develop realistic plans and monitor objectives. They will effectively conduct primary research to evaluate a potential market for an opportunity and articulate the proposition. L6 Production Project (Part 2): This module requires all students to operate as an entrepreneur. Many students will launch their own business as part of this module, often as a freelancer. All students will seize the opportunity to create a commercial product. Managerial and entrepreneurial skills will be developed by all students.
L6 Professional Portfolio: This module requires students to develop an online portfolio and profile. They are required to take control of their own future career and learning. Digital Literacy: L4 Digital Video: This module is a classic example of a module that develops computer literacy. Students are required to learn how to effectively operate video capture hardware and then edit/manipulate their footage once it has been digitised. They will become literate in all aspects of a digital production. L4 Media Project: In this module, students will learn the key principles of communication and collaboration using digital networks. L4 Web Authoring: In this module, students develop digital literacy through the design and creation of websites. L5 Visual Communication: Visual literacy will be developed in this module. Students will learn how visual messages are communicated and develop skills in critical reading. L5 Web Design: This module develops digital literacy and programming skills. Students work to a brief given by a real client and develop skills in creating interactive applications and designing an effective user experience. L5 Interactive Media Design: This module develops digital literacy through the engagement with current interface and interaction design principles which the student then implements in a highly interactive application. L6 Production Project: This module will develop information literacy. Students are required to find, access and evaluate a range of information sources including library databases. Students will develop an awareness of the issues around content discovery, authority, reliability, provenance, license restrictions, adaption and repurposing of sources. L6 Professional Portfolio: Students will employ a number of e-portfolio, online networking and collaboration tools in achieving their goal of finding employment. Global Outlook: L4 The Creative Media Industries: In this module, students will identify their own values, skills, attitudes within international and multicultural contexts. They will develop their understanding of how the creative media industries operate and find their place within those industries. L5 Visual Communication: In this module, students will develop their understanding of how people from different backgrounds respond to visual messages. They will learn that different cultures and ideologies are engrained within the visual materials produced by everyone and how to respond to the consequences of this. L6 Professional Portfolio: The online portfolio and profile that students create in this module must be developed to fit with the specific cultural and global market that the student intends to pursue after they graduate. L6 Production Project: In this module, students will learn how to work effectively with people from different cultures. This will include their peers and their external clients. They will also learn how to respond to events in ethical, confident and informed ways. Use of the Virtual Learning Environment
Virtual Learning Environments are used during the delivery of all modules on this course. On the VLE, students can expect to find: Assessment information, including the assignment brief and marking schemes Examples of previous student work Tutorial plans Their grades Guidance information Contact information for the module team Links to relevant internal and external resources Use of Blended-Learning All modules employ a mixture of classroom, online and distance learning methodologies. Assessment Strategy A healthy mix of individual and team-based assessment is conducted throughout the course to promote self-directed learning, the development of interpersonal skills and an appreciation of a range of cultural perspectives and practices. Assessments take the form of either: In-class assessment of a demonstration/presentation of work to the tutor(s). An electronic submission of digital files. All assessments are an opportunity for the student to develop their portfolio of work, which is essential to their future employability. Work-in-progress assessments are employed regularly throughout the course. These assessment points provide the students with formal feedback on how to improve their work, prior to the final assessment. They are summative assessment points that also ensure students are engaged with their work. We strive to use innovative assessments wherever appropriate. At level 4, for example, students are required to research the creative media industries and make contact with employers. Students are required to carry out peer assessment in all group project modules. There is a project-related module in each year so that students can develop their team- working skills and also see how their abilities develop in a similarly structured piece of work each year. There are three core subject areas: design and graphics, web and interactivity, project and professional skills. Each of these areas is built upon every year so that students can observe the development of their core skills. A global outlook is developed by the various modules that require students to research the industry in a regional, national and international context. All of these ensure that the teaching and assessment prepare students for their potential future workplaces.
The course team is compact which allows for quick communication and decision-making, particularly when resolving issues such as the timing of assessments to avoid clashes. Feedback on Assessed Coursework Formative feedback is offered as part of the weekly tutorial sessions. If the method of assessment is an in-class demonstration/presentation, students receive instant verbal feedback and grades. If the method of assessment is an electronic submission, students receive written feedback and grades via the VLE. Feedback is always provided within 4 weeks and often instantly at the point of assessment. Module Assessment Methods Work-in-Progress Presentation Final Product Presentation Final Product Production Critical Evaluation Portfolio Building Product Proposal Asset Production Research Core (Y) Module Titles Web Authoring (20 credits) Y 40 60 Graphic Design (20 credits) Y 40 60 The Creative Media Industries Y 50 50 (20 credits) 3D Principles (20 credits) Y 40 60 Digital Video (20 credits) Y 40 60 Media Project (20 credits) Y 40 60 Visual Communication (20 Y 40 60 credits) Interactive Media Design (20 Y 50 50 credits) Advanced 3D Animation (20 Y 30 70 credits) Video Post Production (20 Y 30 70 credits)
Web Design (20 credits) Y 40 60 Group Project (20 credits) Y 50 50 Production Project (40 Y 50 40 10 credits) Professional Portfolio (20 Y 70 30 credits) Motion Design (20 credits) 40 60 Web Development (20 60 40 credits) Design Thinking (20 credits) 80 20 Scriptwriting (20 credits) 50 50 Mobile Gaming (20 credits) 70 30 Short Story (20 credits) 40 60 3D Visualisation (20 credits) 40 60 Employability and Professional Context The Creative Media Technology course is strongly positioned to address the agenda set out in the government's Digital Britain white paper. It reinforces the importance of the Digital Economy to the nation’s economic future to drive future industrial capability and competitiveness. Nationally, there is strong support for the creative technology sector, the broad description of which includes web design and creative, film, TV, games, music, video, electronics, animation, e-learning, enterprise software, and IT solutions and services. The Digital Knowledge Economy is regarded as ‘fundamental to the UK’s future prosperity’ and there is an aim to be a global centre for the creative industries. ‘The strength of Digital Britain is in its strong network of universities, business and people and that this strength is multiplied when the country works together (Digital Britain 2009). Innovate UK, formerly the Technology Strategy Board, published a strategy paper in 2013, outlining the importance of the creative industries for the UK economy. Equally, KPMG in their 2013 Tech Monitor report recognise the technology industry as a key sector in the UK, with growth expectations and job hiring figures above UK average. A broad range of career paths become available to students who successfully graduate from this course: Graphic Design Web Design Web Development SEO
Branding / Marketing Illustration Digital Art Video Production Video Editing and Special Effects 2D Animation and Motion Graphics 3D Graphics 3D Animation Games Photography Media Sales Project Management Account Management The course also prepares students for further academic studies. Work-Related Activities The assignments delivered to students on this course accurately reflect the working practices of the creative media industries. Students take on roles in their projects that have equivalent roles in industry. By Level 6, students are required to produce commercial products working with external clients. This ensures that the assessment is authentic and the students are engaged with relevant external parties. Students undertake a wide variety of learning activities that are assessed in line with industry practices. Group-based assessment and collaboration with students from other courses are standard practice. Placement or Work-Related Activity Level: Level 4 (Optional placement year upon successful completion of Level 5) Level 6 Placement or Work-Related Activity Length in Weeks: Level 4 In Semester 1 of Level 4, students on this course complete the module The Creative Media Industries. The entire assessment of this module is work-related activity. (14 weeks) Level 5 In Semester 2 of Level 5, students on this course complete the module Group Project. The entire assessment of this module is work-related activity. (14 weeks) Optional Placement Year
Upon successful completion of Level 5, students are offered the opportunity to take a placement year with a creative media company. (30 weeks minimum) Level 6 In Semester 2 of Level 6, students on this course complete the module Production Project. In this module they are required to produce a commercial product working with relevant external parties. (14 weeks) Type of Placement or Work-Related Activity: Level 4 Simulation (summatively assessed) Level 5 Simulation (summatively assessed) Optional Placement Year Placement Level 6 Live project (summatively assessed) Reference Points used in course design and delivery All our courses leading to Leeds Beckett University awards have been designed and approved in accordance with UK and European quality standards. Our courses utilise the Frameworks for Higher Education Qualifications (FHEQ) and relevant subject benchmarks (where these are available) and professional, statutory and regulatory body requirements (for professionally accredited courses). We review our courses annually and periodically, responding to student feedback and a range of information to enhance our courses. Our University is also subject to external review by the Quality Assurance Agency. Our latest report can be found on the QAA website at http://www.qaa.ac.uk/reviews-and-reports We appoint External Examiners to verify that our University sets and maintains standards for awards which adhere to relevant national subject benchmark statements and the FHEQ (UK), ensure standards and student achievements are comparable with other Higher Education Institutions in the UK, with which they are familiar, and ensure that assessments measure achievement of course and module learning outcomes and reach the required standard. External Examiners may also provide feedback on areas of good practice or potential enhancement.
Student Support Network If you have a question or a problem relating to your course, your Course Administrator is there to help you. Course Administrators works closely with academic staff and can make referrals to teaching staff or to specialist professional services as appropriate. They can give you a confirmation of attendance letter, and a transcript. You may also like to contact your Course Rep or the Students’ Union Advice team for additional support with course-related questions. If you have any questions about life at our University in general, call into or contact the Student Hub on either campus to speak to our Student Experience Team. This team, consisting of recent graduates and permanent staff, are available to support you throughout your time here. They will make sure you have access to and are aware of the support, specialist services, and opportunities our University provides. There is a Student Hub on the ground floor of the Rose Bowl at City Campus and one in Campus Central at Headingley. You can also find the team in the Gateway in the Leslie Silver Building at City Campus. The telephone number is 0113 812 3000, and the e-mail address is StudentHub@leedsbeckett.ac.uk. Within MyBeckett you will see two tabs (Support and Opportunities) where you can find online information and resources for yourselves. The Support tab gives you access to details of services available to give you academic and personal support. These include Library Services, the Students’ Union, Money advice, Disability advice and support, Wellbeing, International Student Services and Accommodation. There is also an A-Z of Support Services, and access to online appointments/ registration. The Opportunities tab is the place to explore the options you have for jobs, work placements, volunteering, and a wide range of other opportunities. For example, you can find out here how to get help with your CV, prepare for an interview, get a part-time job or voluntary role, take part in an international project, or join societies closer to home.
Record of Enhancement No. Detail of modification Date Effective (Provide a brief description of the modification and (Indicate the academic year of where the Course Specification has been updated) entry and course level(s) to which the modification will apply) Example Assessment changed from examination to Level 5 from September 2018- presentation in Module X, see section entitled 19 entry Module Assessment Methods.
You can also read
NEXT SLIDES ... Cancel