FV2S35 - Career Development 31 Mar 2017 - 31 Aug 2022 | Version 1

Associated Module Information

Module Code: FV2S35
Module Title: Career Development
Faculty: Faculty of Business and Creative Industries
Faculty Group: Film and TV
Faculty Sub Group: Film and TV
Module Leader: Celia Jackson
Module Team: Dewi Griffiths, Steven Wright, Leo James, Stuart Jones, Emma Marshman
First Intended Intake: SEP 2017 Final Year of Intake:
Date Closed:
Credit Value: 20 Credit Level: 5
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 101361 - creative arts and design
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 31 Mar 2017
Valid To 31 Aug 2022

Module Aims

This module aims to introduce students to the world of work, dealing with the issues that can arise in a professional setting. Specifically, the module aims to:
• Enable students to identify their own level of soft skills and technical ability.
• Enable students to produce compelling and relevant marketing material
• Develop students’ confidence in dealing with live clients and ‘real’ situations

Content Summary

This module asks the student to critically reflect and audit their own skills. This will inform the audit of skills obtained against the skills needed for the world of work. Through a specific and detailed self-skills audit, the student will then carry out a detailed personal SWOT analysis which needs to include hard and soft skills.

This information will be used to inform and then create a portfolio of marketing material which will be designed and produced so that students can start to actively market themselves.

Through a series of workshops, seminars and tutorials, students will be encouraged to create skills based around self-promotional marketing. Specifically, they will be taught to:

• Create a report based on a skills audit and current industry needs
• Create, build and maintain an active work based social media platform such as LinkedIn.
• Understand creative and cultural trends and needs in industry
• Understand current marketing methods using current digital platforms
• Plan, design and act on a strategic self-promotional plan (such as show reels, websites etc.) that engages an audience
• Have a clear understanding of the platforms and content that are being used

By researching the current needs of industry, an understanding of the world of work and their own skills students will be able to become self-aware as people undertaking a career in the creative industries. The module aims to give them confidence in the work place whilst preparing them in tackling situations that may arise in this environment. This will result in a level of confidence in expressing themselves and their creative ideas to clients in the world of work.

Learning and Teaching Methods

Activity Type Hours
Lecture 16
Seminar 30
Tutorial 2
Independent Study 100
Directed Study 52
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Research, analyse and develop ideas that supports the student in the world of work.
LO2 Produce a portfolio of practical work to a professional standard to market themselves.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Practical Assessment (CW) Practical Coursework 1 Based on research and self-evaluation produce a skills audit and a detailed SWOT analysis. Additionally write a report on your personal ambitions for your future in the world of work. 0 N/A 30 No 40
Portfolio Portfolio 1 Produce a portfolio of practical work, which can be used to market yourself to potential employers. 0 N/A 70 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Practical Coursework 1
Portfolio 1

Reading List

R, Bridgstock. and B, Goldsmith. (2016) Creative graduate pathways within and beyond the creative industries.

D, Hesmondhalgh. (2012) The Cultural Industries. Third Edition
SAGE Publications Ltd

Taylor, F. (2013) How to Create a Portfolio and Get Hired. A Guide for Graphic Designers and Illustrators (2nd Edition) Lawrence King

Bossom, A. and Dunning, B. (2015) Video Games (Creative Careers)

Baxter, L. (2017) Running a Creative Company in the Digital Age: How to successfully set up your own media company.

(i) Brigit, C. (2014) Screenwriting: Creative Labor and Professional Practice