AA1S46 - Hashtag Top Content 01 Aug 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | AA1S46 | ||
|---|---|---|---|
| Module Title: | Hashtag Top Content | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Culture and Animation | ||
| Faculty Sub Group: | Animation | ||
| Module Leader: | |||
| Module Team: | Kiran Jones, Anna Williams, Emma Marshman | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101267 - computer games | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Aug 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module covers:
• A firm grounding in the principles, skills and techniques of content creation.
• Those who successfully complete this module will have the ability to devise and compose 'copy' or content for a range of promotional and marketing purposes and to understand the essential elements in brand messaging and content marketing.
• The module aims to show the crucial role that content creation and associated skills, play in building bridges and developing profitable relationships with an organisation's audiences.
• The module further develops skills and knowledge required in various digital and online environments.
Content Summary
Learners will learn to become a social media producer of content, skilled in producing, delivering and distributing content across the range of technological platforms across all areas of business and culture.
Social media content is a fast-growing field, which we all see in our daily lives, from shoppable content on Instagram to posts and adverts on YouTube. This unit will allow learners to create content for social media channels & platforms (Facebook, Instagram, Tiktok, Snapchat, Twitter, Linkedin, YouTube), including branding and to understand distribution technologies for tracking and measuring the success of content produced.
In this module learners will learn how to confidently shoot content using the latest market-relevant camera and sound recording equipment and editing software.
Industry and commercial research briefs will be used if possible.
Work will be supported with workshop/in studio sessions alongside practical sessions in specific software and hardware, required to support content creation.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 12 |
| Seminar | 13 |
| Tutorial | 1 |
| Demonstration | 10 |
| Practical classes and workshops | 10 |
| Independent Study | 80 |
| Directed Study | 64 |
| Problem / challenge based learning | 10 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Describe creation strategies for esports media content, with a focus on industry best-practice. |
| LO2 | Deliver media projects effectively, using appropriate tools and techniques in order to produce novel content solutions that show risk and ambition. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Project Output 1 | Producing ‘as-live’ content to be used for chosen social media channels | 0 | N/A | 20 | No | 40 |
| Asynchronous Assessment | Portfolio 1 | A portfolio evidencing the research, production, outcomes and analysis of several content making challenges and production examples. To include a written, formal, and critical evaluation of all other elements of the assignment | 0 | 4000 | 80 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Project Output 1 | ✔ | ✔ | |
| Portfolio 1 | ✔ | ✔ | |