CREATIVE PRACTICE

SHE Level 4
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code MHW225718
Module Leader Mohammed Soheeb Khan
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
Trimester
  • 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.

Syllabus

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, students should be able to:1. Identify potential areas for creative practice based on research and self-reflection2. Develop and present an informed plan for a self-initiated project 3. 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, and the practical sessions 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, encouraging the development of independent learning. 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. (2004) Creating the perfect design brief: How to manage design for strategic advantage. Allworth Press. ISBN: 1-58115-324-4 - Best, K. (2006) Design Management: managing Design Strategy, process and Implementation. AVA, ISBN: 2-940373-12-4 - Bruce, M. & Bessant, J. (2002) Design in Business: Strategic Innovation through design. Pearson education Ltd. ISBN: 0 273 64374 6 - Burns, P(2001). Entrepreneurship and small business. Palgrave Macmillan,. ISBN: 0-333-91473-0 - J. (2005) Creative Industries. Blackwell publishing. ISBN: 978-1-4051-0147-9 Steele, - J.(2006) Perfect Pitch: The Art of Selling Ideas and Winning New Business. John Wiley & Sons. ISBN-13: 978-0471789765 - Journals: Design Management Review International Journal of Design Creative Industries Journal Websites: Online sources: www.culture.gov.uk www.creativeclusters.com www.trendwatching.com www.creativebehavior.com www.id-mag.com www.dmi.org www.designcouncil.org.uk www.nesta.org.uk www.nesta.org.uk

Transferrable Skills

Specialist knowledge and application Critical thinking and problem solving Critical analysis Communication skills, written, oral and listening Numeracy Effective information retrieval and research skills Computer literacy Self confidence, self discipline & self reliance (independent working) Awareness of strengths and weaknesses Creativity, innovation & independent thinking Knowledge of international affairs Appreciating and desiring the need for continuing professional development Reliability, integrity, honesty and ethical awareness Entrepreneurial, independence and risk-taking Ability to prioritise tasks and time management Interpersonal skills, team working and leadership Presentation skills Commercial awareness

Module Structure

Activity Total Hours
Tutorials (FT) 12.00
Assessment (FT) 20.00
Independent Learning (FT) 114.00
Practicals (FT) 48.00
Lectures (FT) 6.00

Assessment Methods

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