Module Descriptors
INDIVIDUAL PROJECT (PEARSON)
GAME40442
Key Facts
Digital, Technology, Innovation and Business
Level 4
15 credits
Contact
Leader: Christopher Payne
Hours of Study
Scheduled Learning and Teaching Activities: 60
Independent Study Hours: 90
Total Learning Hours: 150
Assessment
  • RESEARCH LOG weighted at 25%
  • PROJECT PROPOSAL AND WEEKLY PRODUCTION LOG weighted at 25%
  • FINAL PITCH OF GAME PROTOTYPE AND RESEARCH weighted at 25%
  • FINAL CRITICAL EVALUATION AND REFLECTIVE WEEKLY LOG weighted at 25%
  • ESSAY weighted at 25%
  • PITCH PROPOSAL weighted at 25%
  • DEVELOPMENT LOG weighted at 25%
  • FINAL EVALUATION weighted at 25%
Module Details
INDICATIVE CONTENT
This module is designed to apply creative practice in response to a theme and topics set by Pearson. Students will carry out and apply the knowledge and skills developed through other areas of their studies to complete and present an individual project. Wherever possible the unit will simulate working studio conditions, which will enhance and develop professional industry skills and practice. The ability to define, plan and undertake a project is a critical set of skills throughout the various roles within the creative industries. Identifying appropriate information and analysing this to formulate clear solutions is required to underpin many of the processes that inform creative practice.

Research
Primary and secondary research
Thematic research (visual and contextual references)
Research ethics and working practices
Examples of opportunities within creative media production Interpretation and evaluation of contexts

Project Planning

Project and time management plans
The elements and principles of creative media production
Equipment, techniques and processes: Suitability of selected equipment, techniques and processes.
Health, safety, and safe working practices Project reports and project evaluations

Project Presentation
Presentation formats
Understanding audiences

Reflection

Creative, cultural, social, political, economic trends and contexts
Industry-specific terminology
Reflective practice
Project diary/journal
LEARNING STRATEGIES
3 Hour Lecture per week
LEARNING OUTCOMES
1. Explain the specialisms within creative media production, based on research into historic and contemporary precedents Knowledge and Understanding
2. Develop individual creative solutions in response to a given brief Problem Solving
3. Present a resolved proposition to an identified audience Communication
4. Evaluate a resolved proposition in response to audience feedback and personal reflection. Analysis
Reflection
MODULE RESOURCES
BASSOT, B. (2017) The Reflective Journal. 2nd ed. Basingstoke: Palgrave Macmillan.
DAVIES, R. (2013) Introducing the Creative Industries: From Theory to Practice. London: SAGE Publications Ltd.
ESS, C. (2015) Digital Media Ethics. 2nd ed. Cambridge, UK: Polity.
HANSEN, A. (2013) Media and Communication Research Methods. Basingstoke: Palgrave Macmillan.
GAUNTLETT, D. (2015) Making Media Studies: The Creativity Turn in Media and Communications Studies. New York: Peter Lang. BROUGHTON, P. (2013) Life's a Pitch. London: Portfolio Penguin.
ROBERTS-BRESLIN, J. (2012) Making Media: Foundations of Sound and Image Production. New York: Focal Press.
WEB DESCRIPTOR
Within the field of creative media production there are many separate disciplines/specialisms to focus on. The main purpose of this unit is to provide students with the opportunity to discover personal strengths and inform independent practice within the creative media production industry.
ASSESSMENT DETAILS
Research log containing: Primary, Secondary and themeatic research into creative media production and the wellbeing theme set by Pearson (All documented in adobe express journal) (LO1) Weighting 25%

• Project Proposal and ongoing weekly production log (Adobe Express Journal) (LO2): Learners will produce two proposals to show an iterative approach and document the journey of their project on adobe express Weighting 25%

• Final pitch of game prototype and Research (LO3): In combination with Unit 22 & 23: This is a video recorded presentation in which learners will pitch their research and game prototype complete for the wellbeing project brief. Research will be the focus for this unit and how it was used to impact the project and how well the project meets the brief. Weighting 25%

• Final Critical evaluation and reflective weekly log (LO4): Learners will keep a weekly log on adob express of their progress and create a final evaluation looking at their performance and management of the project while evaluating the suitability of their work for the brief. Weighting 25%