BS2S11 - Event Planning (Real World Live Group Project) 01 Aug 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | BS2S11 | ||
|---|---|---|---|
| Module Title: | Event Planning (Real World Live Group Project) | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Jenna Thomas | ||
| Module Team: | Otilia Pasareti, Nathan James, Daniel Davies, Clive Prosser, Neil Griffiths, Leah Griffiths, Anna Williams, Emma Marshman | ||
| First Intended Intake: | SEP 2027 | 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: | 100083 - event management | 101267 - computer games | |
| HECOS Code Weighting: | 50 | 50 | |
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Aug 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module covers:
· To outline the who, what, when, where, why and how of planning events. Learners will gain knowledge and understanding of how to budget, plan resources and delivery, raise funds and measure the success of events.
· Develop transferable skills including collaborative planning, interpersonal skills, goal setting, self-management and group work through hosting a single player Esports event.
Content Summary
This module will cover the planning process of creating events. Learners will identify appropriate tools, research and methods needed to promote and execute an event successfully. Outlining the who, what, when, where, why and how of events planning.
This is a Real World Live Event-based module within which learners will be given the opportunity to apply event planning and strategy concepts and theory developed to date, to plan and host a single player Esports event.
Learners will identify appropriate tools, research and methods of application needed to promote and host an Esports event successfully.
To experience a Real World Live Esports Event the learners will be given the opportunity to attend a UK Esports event at the start of the academic year. This will allow the learners to analyse event planning strategies and methods that can be utilised as a form of primary research for their group project.
Inviting Esports professionals to the Real World Esports Events will provide industry level engagement and feedback that can be used to inform future practice.
Guest speakers including staff from other specialisms (enterprise and external engagement) in the college will be brought in to deliver specific content to enhance the module experience.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 12 |
| Seminar | 13 |
| Tutorial | 1 |
| Project supervision | 20 |
| Fieldwork | 5 |
| Independent Study | 75 |
| Directed Study | 64 |
| Groupwork | 10 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Discuss events planning and professional practice within the esports industry and more broadly. |
| LO2 | Deliver a real-world single player esports event, using appropriate tools and production techniques. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Report 1 | Events Planning Report evidencing an understanding of the strategic management theory behind events planning. | 0 | 2000 | 50 | No | 40 |
| Asynchronous Assessment | Project Output 1 | Event Planning (Real World Live Group Project) – Host a real-world single player Esports event. | 0 | N/A | 50 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Report 1 | ✔ | ✔ | |
| Project Output 1 | ✔ | ✔ | |