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 | ✔ | ✔ | |