AA2S41 - Islands in the Stream 01 Aug 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: AA2S41
Module Title: Islands in the Stream
Faculty: Faculty of Business and Creative Industries
Faculty Group: Culture and Animation
Faculty Sub Group: Animation
Module Leader:
Module Team: Clive Prosser, Neil Griffiths, Vanessa Batten, 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: 101267 - computer games
HECOS Code Weighting: 100

Document Version Information

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

Module Aims

The module covers:
• Identify, research, produce and distribute online streams targeted at a specific audience to an agreed deadline.
• Learners should produce balanced and suitable evidence of online live streams, broadcast and other digital platforms and use a range of software and hardware to record, edit and publish content.
• On completion of this module learners will be able to present live and recorded material confidently, in an accurate and conversational manner and develop strong presentation and communication skills.

Content Summary

This module asks the learners to produce and create live streaming content and/or video production content, for both promotional use and real-world scenarios, using an active/simulation approach.

This allows each individual member of the cohort to develop presentation, live broadcasting, video editing and live stream content production skills, alongside confidence building and potential ‘real-world’ growth of a channel (Twitch/YouTube etc.)

Learners will find their voice within the group and the wider industry and hopefully establishing working relationships that will outlast the duration of the module and course. Opportunities should present themselves for strong, industry standard coursework with potential career opportunities available.

Challenge briefs are intended to take learners 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.

Industry and commercial research briefs will be used with a suitable business/organisation.

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 Explain the relationship between key roles in esports within a production process for live stream content.
LO2 Deliver projects effectively, using appropriate tools and techniques to produce novel live stream and social media 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 Launching, hosting, and promoting streams via suggested outputs. 0 N/A 20 No 40
Asynchronous Assessment Portfolio 1 A portfolio evidencing the research, production, outcomes and analysis of several streaming platform examples and challenges including a critical evaluation. 0 4000 80 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Project Output 1
Portfolio 1

Reading List

40 Streaming tips for a better broadcast - Prestosports (2022)
Behind the greenscreen – Kerbeck J (2021)
The basics of live streaming – PRichards (2021)
Twitch streaming Success – N Holden and J Ares (2020)