MU2D03 - Digital Media in the Creative Industries 01 Sep 2020 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | MU2D03 | ||
|---|---|---|---|
| Module Title: | Digital Media in the Creative Industries | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Music and Drama | ||
| Faculty Sub Group: | Music | ||
| Module Leader: | |||
| Module Team: | Lucy Squire, Skip Curtis, Liam Newton, Rob Locke, Sarah Campbell | ||
| First Intended Intake: | SEP 2020 | Final Year of Intake: | 2025 |
| Date Closed: | |||
| Credit Value: | 40 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 100643 - music and arts management | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Sep 2020 |
| Valid To | 31 Aug 2026 |
Module Aims
To examine the impact of technology on the music and creative industries; concepts such as e commerce, social networking and operating in the digital domain are explored through the use of case studies and reviews of current working practises and their evolution. This module also aims to equip students with the knowledge and skills to perform successful digital marketing.
Content Summary
This module develops the academic research skills introduced to students during the first year of their degree programmes. The module complements the content of the other level 5 modules so enabling students to look at situations presented in other modules as a basis for research. The module will comprehensively cover the digital era; its social, technological and economic implications. Digital in the key creative categories: music, gaming, TV, events, fashion, art & design, retail, and film. Commerce; Digital Business Models; Distribution & Marketing; The effect of digital on production & creation. Social Media. Technology & Platforms; Mobile & Apps; Disruption driving change & creativity. Engagement – measurement, rationale. Content; Innovation.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 24 |
| Seminar | 36 |
| Project supervision | 12 |
| Work based learning | 70 |
| Independent Study | 174 |
| Placement | 20 |
| Directed Study | 64 |
| Total Hours Selected | 400 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Demonstrate an ability to perform effective, efficient, engaging marketing through a critical application of digital marketing tools and techniques. |
| LO2 | Identify and apply principles of digital creative media to drive business growth, through professional practice. |
| LO3 | Reflect on practice to identify gaps between work-related capabilities and disciplinary expectations to plan for continuous professional development. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Professional Development Planning (PDP) 1 | Personal development plan. | 0 | 3000 | 35 | No | 40 |
| Asynchronous Assessment | Presentation (Asynchronous) 1 | Interactive presentation using digital media. | 20 | N/A | 25 | No | 40 |
| Asynchronous Assessment | Essay 1 | Designing and analysing digital marketing strategies in the creative industries. | 0 | 4000 | 40 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | LO3 | |
| Professional Development Planning (PDP) 1 | ✔ | ✔ | ✔ |
| Presentation (Asynchronous) 1 | ✔ | ✔ | ✔ |
| Essay 1 | ✔ | ✔ | ✔ |