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 | ✔ | ✔ | |