SHE Level 4
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code MHW222976
Module Leader Mohammed Soheeb Khan
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • B (January start)

Summary of Content

This module aims to utilise knowledge, skills and attributes acquired in previous modules. The module aims to extend students industrial/commercial experience by setting briefs/tasks that provide or simulate professional practice in their chosen subject area. Students will work to a project or design brief that may be: a) real world such as client-driven, industry-led or university-based e.g. from academic schools/departments, community engagement or research groups; b) simulated, informed by industry and commercial activity or c) externally based in workplace e.g. in client company, community based or design agency. For externally based projects, a learning contract covering the depth and scope of the project/brief and how this satisfies the module learning outcomes would be outlined and agreed at the start of the project. Projects will generally be set on an individual basis however, in real world situations and for briefs where group work is necessary and appropriate, students' individual contribution within the group will be assessed.


The teaching syllabus will cover the following areas: Understanding client's products or service and goals; Understanding competitors and the target audience; Working independently and in collaboration with others; Development of multiple concepts; Analysis & Synthesis, refining and selecting appropriate solutions; Development of design skills at a professional level; Assessing potential design outcomes; Evaluating quality of final solutions and critically appraising results; Project development and management.

Learning Outcomes

On successful completion of this module the student should be able to:Respond professionally to a project/design brief, communicating effectively in oral and written form with supporting visuals Select and apply appropriate research methods, design processes, techniques and skills in the development of a design solution Present innovative and creative solutions to typical industrial or commercial design problems

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 seminars where students will work on group or individual activities. Seminars will also include formative feedback in tutor-led group or individual critiques. Students will be expected to work independently on their project and manage time effectively demonstrating a high level of independent learning. Full use will be made of GCU Learn to disseminate module material 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

Experiential Learning, D.A. Kolb, Prentice Hall, 1984 The creative professional: A survival guide for the business world. H.J. Blumenthal, Emmis Books, 2005, ISBN-13: 978-1578602452 The art of creative thinking: How to be innovative and develop great ideas. J.Adair, Kogan Page Ltd, 2007, ISBN-13: 978-0749447991 The Creative Economy: How people make money from ideas. J.Howkins, Penguin books, 2002, ISBN-13:078-0140287943 Design Evolution: Theory into practice. T.Samara, Rockport 2008, ISBN 9781592533879 Research Methods for Business. J.F.Hair, John Weily & Sons, ISBN 9780470034040 Journals: Design Management Review International Journal of Design Creative Industries Journal Websites: Intelligent Design: How managing the design process effectively can boost corporate performance. J Bessant, Advanced Institute of Management Research 2006, ISBN: 0955185025

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) 24.00
Independent Learning (FT) 134.00
Practicals (FT) 24.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 2 n/a 70.00 n/a Written Response to Brief including project plan & supporting concepts/visuals (2500 words per student)
Coursework 1 n/a 30.00 n/a Presentation