AA4S17 - Creative Entrepreneurship 01 Sep 2021 - 31 Aug 2027 | Version 1
Associated Module Information
| Module Code: | AA4S17 | ||
|---|---|---|---|
| Module Title: | Creative Entrepreneurship | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Culture and Animation | ||
| Faculty Sub Group: | Animation | ||
| Module Leader: | Richard Hurford, Corrado Morgana | ||
| Module Team: | Helen Davies, Emma Marshman | ||
| First Intended Intake: | SEP 2021 | Final Year of Intake: | 2026 |
| Date Closed: | |||
| Credit Value: | 20 | 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 | 31 Aug 2027 |
Module Aims
• To develop students' sophisticated knowledge and critical evaluation of diverse conceptual frameworks for identifying, developing and managing enterprise and innovation in the creative sector.
• To support students in applying appropriate techniques to propose a creative business idea.
• To enable students to better understand their “place” in the creative industries, exploring current trends and evaluating their skills.
Content Summary
The first part of this module allows students to explore entrepreneurial activity in the creative industries, by developing a creative business idea (usually within a group), undertaking appropriate research into market fit and working the idea up into a pitch.
The second part of this module, allows students to investigate current games industry trends, and the broader context within the creative industries. Students will then identify where they might “fit” into the industry. Undertaking analysis of current opportunities and comparing these with the student’s current skill set. This will enable students to tailor their work in future modules to fill any skills gaps.
The module will be delivered using a mixture of lectures, seminars, workshops and groupwork; covering topics including, Business Canvas, Pitching, IP for Creative Industries, and Postgraduate Research.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 10 |
| Seminar | 2 |
| Tutorial | 1 |
| Practical classes and workshops | 6 |
| Independent Study | 92 |
| Directed Study | 48 |
| Active/Simulation Based | 17 |
| Groupwork | 24 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Evaluate and synthesize complex information and ideas evidencing the ability to think and plan innovatively. |
| LO2 | Demonstrate sophisticated evidence-based knowledge and skills for effective communication that are fit for a creative entrepreneurial context. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Report 1 | A written report that critically appraises the creative sector they hope to enter and the trends that are taking place in it. This will also include a section in which they are asked to critically reflect on their position in this market and the challenges and opportunities they are likely to encounter in the future. | 0 | 3000 | 50 | No | 40 |
| Asynchronous Assessment | Presentation (Asynchronous) 1 | A presentation that outlines a creative business idea. Including, research, development and analysis. | 20 | N/A | 50 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Report 1 | ✔ | ✔ | |
| Presentation (Asynchronous) 1 | ✔ | ✔ | |