AA4D07 - Games Innovation Gauntlet 01 Sep 2021 - 30 Aug 2027 | Version 1
Associated Module Information
| Module Code: | AA4D07 | ||
|---|---|---|---|
| Module Title: | Games Innovation Gauntlet | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Corrado Morgana | ||
| Module Team: | Mitchel Leatherdale, Richard Hurford, Emma Marshman | ||
| First Intended Intake: | SEP 2021 | Final Year of Intake: | 2026 |
| Date Closed: | |||
| Credit Value: | 40 | Credit Level: | 7 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | |||
| HECOS Code Weighting: | |||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Sep 2021 |
| Valid To | 30 Aug 2027 |
Module Aims
• To develop creative thinking and problem solving skills through the development of a series of games, that requires students to demonstrate a level risk, ambition and originality.
• To encourage students to continually evaluate their own work, synthesising ideas and creating alternative solutions to problems.
• For students to embrace working within a team, communicating, planning and delivering projects creatively under the restriction of pre-determined project briefs.
Content Summary
This module asks the students to undertake a series of short game making challenges (sometimes called game jams or hacks) using an active/simulation approach.
This allows the diverse cohort to get to know each other and their skills better, as team members are expected to change for each challenge. Students are able to find their ‘place’ in the cohort and hopefully establishing working relationships that will outlast the duration of the module and course.
Challenge briefs are intended to take students outside of their comfort zones, in ‘hard’ skills areas such as design, art, technical and conceptual, as well as ‘soft’ skill areas such as communication, negotiation, planning, project management and leadership.
Where possible live commercial and research briefs will be used.
The short challenges are supported using an active-approach, with group work, project supervision and supervised workshops.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 4 |
| Project supervision | 8 |
| Supervised time in studio/workshop | 24 |
| Independent Study | 158 |
| Directed Study | 122 |
| Active/Simulation Based | 36 |
| Groupwork | 48 |
| Total Hours Selected | 400 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Participate professionally within a team, accepting the need to work flexibly and taking collective responsibility for their own work and that of others. |
| LO2 | Review their own work and that of others, synthesising appropriate theories, contexts and practices to support and justify their own work. |
| LO3 | Evidence the ability to present/demonstrate work clearly, communicating creative, design and/or technical decisions clearly to specialist and non-specialist audiences. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Portfolio 1 | A portfolio evidencing the research, production, outcomes and analysis of several game making challenges. | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | LO3 | |
| Portfolio 1 | ✔ | ✔ | ✔ |