BS2S10 - Work Based Individual Project 01 Aug 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: BS2S10
Module Title: Work Based Individual Project
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Nathan James
Module Team: Charlotte Grose, Otilia Pasareti, Jenna Thomas, Daniel Davies, Clive Prosser, Darren Fountain, Paul John, Neil Griffiths, Emma Marshman
First Intended Intake: SEP 2022 Final Year of Intake: 2027
Date Closed:
Credit Value: 20 Credit Level: 5
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 100078 - business and management
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Aug 2022
Valid To 31 Aug 2028

Module Aims

The module covers:
• The opportunity to apply and develop the skills and knowledge that has been acquired throughout the previous year of study to identify, plan, and execute a project to create a solution to a realistic problem in the Esports world.
• To apply knowledge of legal, ethical, social, and professional standards to the learner’s project and act within these rules and regulations.
• To analyse, implement, and test a project in order to solve an identified problem.

Content Summary

The module allows learners to apply multiple areas of study from the previous year in an individual project. This project must focus on a realistic problem from within or around the Esports industry which the learner will attempt to find a logical or physical solution to.

The learner must create a detailed plan on how they will attempt to approach the project. They must then execute this plan and critically evaluate how successful they have been throughout the project.

The solution must be presented/demonstrated in order to critically evaluate the project as a whole.

The project topic must be appropriate for the level being studied.

Learning and Teaching Methods

Activity Type Hours
Lecture 12
Seminar 13
Tutorial 1
Project supervision 10
Independent Study 90
Directed Study 64
Problem / challenge based learning 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Explain a contemporary real-world problem faced by the esports industry.
LO2 Deliver a project in order to attempt to solve a pertinent problem currently being experienced in the esports industry.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Presentation (Asynchronous) 1 A summarising presentation which should inform the tutor of the outcomes of their project. The learner will be allocated an additional five minutes to answer questions from the project supervisor. 10 N/A 25 No 40
Asynchronous Assessment Portfolio 1 There are two summative elements to this portfolio, a proposal and final report. The proposal should contain a work plan and suggested actions, while the final report should give a detailed account of the project over its lifespan and should then evaluate and evidence whether the project has been a success. 0 3000 75 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Presentation (Asynchronous) 1
Portfolio 1

Reading List

John Carroll (2015). Agile Project Management. 2nd ed. Warwick: In Easy Steps.
Rob Willis (2020). 21 Keys To Develop A Productivity Plan & A Productive Mindset. Worcester: Independent Publisher.
The work based learning student handbook – TWall (2020)
Work Based Learning – A Raeling (2008)