SHE Level 4
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code MHW222974
Module Leader Bruce Wood
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • A (September start)

Summary of Content

This module provides students with the opportunity to plan and implement self-initiated creative practice building on skills and knowledge acquired in previous modules. This creative practice will be based on research and self-reflection into either a) their chosen career pathway/target creative industry identifying potential areas for further development and creative practice or b) their own skills/career pathway and identifying potential new channels or emerging markets where creative practice could be applied. Self-motivation/Self-initiative skills will be developed along with the opportunity for students to customise and personalise their learning whilst also developing their planning, time management, employability and enterprise skills. As this module is largely student driven and provides a framework for individual creative practice, the quantity and scope of work will vary. The plan for creative practice must be agreed with module leaders/tutors to ensure it satisfies the learning outcomes and standard of work expected at honours level. Assessment at the end of this module may be based on a completed project or work in progress. Larger scale work in progress may be completed during the portfolio module.


Techniques for appropriate information gathering and identification of potential areas Methods of self reflection e.g. personal SWOT analysis Potential Career Pathways to include permanent employment, contract, enterprise & freelance/flexible working. Informed plan: scope of project, design/creative brief, resources, costing, project plan and timescales etc External agencies and speakers will be utilised as guest lecturers e.g. enterprise and start-up agencies, funding providers, representatives from business/creative industries.

Learning Outcomes

On successful completion of this module the student should be able to:Identify potential areas for creative practice based on research and self-reflectionDevelop and present an informed plan for a self-initiated project Demonstrate independent creative practice to a professional level

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while seminars will expand on lecture material through group and individual activities. Tutorials will be used to give formative feedback on students' progress. Full use will be made of GCU Learn to provide lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises, thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn may be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time."

Indicative Reading

Phillips, P.L. Creating the perfect design brief: How to manage design for strategic advantage. Allworth Press, 2004. ISBN: 1-58115-324-4 Thackara, J.WINNERS! How today's successful companies innovate by design. BIS, 1997 ISBN: 90-72007-41-7 Best, K. Design Management: managing Design Strategy, process and Implementation. AVA, 2006. ISBN: 2-940373-12-4 Bruce, M. & Bessant, J. Design in Business: Strategic Innovation through design. Pearson education Ltd, 2002. ISBN: 0 273 64374 6 Burns, P. Entrepreneurship and small business. Palgrave Macmillan, 2001. ISBN: 0-333-91473-0 Thomas, N. The concise Adair on creativity and innovation. Thorogood, 2004. ISBN: 1-85418-273-0 Hartley, J. Creative Industries. Blackwell publishing, 2005. ISBN: 978-1-4051-0147-9 Steele, J. Perfect Pitch: The Art of Selling Ideas and Winning New Business. John Wiley & Sons, 2006. ISBN-13: 978-0471789765 Journals: Design Management Review International Journal of Design Creative Industries Journal Websites:

Transferrable Skills

D1 Specialist knowledge and application D2 Critical thinking and problem solving D3 Critical analysis D4 Communication skills, written, oral and listening D5 Numeracy D6 Effective information retrieval and research skills D7 Computer literacy D8 Self confidence, self discipline & self reliance (independent working) D9 Awareness of strengths and weaknesses D10 Creativity, innovation & independent thinking D11 Knowledge of international affairs D12 Appreciating and desiring the need for continuing professional development D13 Reliability, integrity, honesty and ethical awareness D14 Entrepreneurial, independence and risk-taking D15 Ability to prioritise tasks and time management D16 Interpersonal skills, team working and leadership D17 Presentation skills D18 Commercial awareness

Module Structure

Activity Total Hours
Assessment (FT) 18.00
Seminars (FT) 18.00
Tutorials (FT) 12.00
Lectures (FT) 6.00
Independent Learning (FT) 146.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 30.00 n/a Presentation & Plan of Self Initiated Creative Practice (2500 words)
Coursework 2 n/a 70.00 n/a Presentation with supporting visuals and narrativeFolio of Creative Practice