Module overview
This module builds on the level 5 Creative Industry module, addressing the current industrial context for creative computing and technology and preparation for future careers or further study. You will conduct further research into an area of creative work of your choice, addressing the economic, historical and cultural dimensions of, for example, web design, robotics, art galleries or marketing. You will also reflect on your own skills, interests and ambitions and develop industry-facing materials to showcase your work. This might include a website, showreel, CV and promotional materials relating to your other level 6 projects.
Aims and Objectives
Learning Outcomes
Disciplinary Specific Learning Outcomes
Having successfully completed this module you will be able to:
- identify appropriate practices within a professional, legal and ethical framework to address core considerations including data management and use, equality, diversity and inclusion (EDI), and sustainability in the work you undertake
Knowledge and Understanding
Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:
- the application of current issues, debates and values in your discipline to practice-led research
Subject Specific Practical Skills
Having successfully completed this module you will be able to:
- select and employ relevant professional technologies and methods such as digital imaging, editing and production, in communication of ideas, processes, arguments and outcomes
Transferable and Generic Skills
Having successfully completed this module you will be able to:
- communicate conceptual, technical and creative ideas and research to a professional standard
Subject Specific Intellectual and Research Skills
Having successfully completed this module you will be able to:
- test and evaluate conceptual and technical resources and skills in the development of your independent work
Syllabus
Methods for conducting historical, cultural and economic research into the creative and cultural industries and related areas of creative work. Reflection on and development of career and business planning, including for example, budgeting as a freelance or microbusiness. Development of promotional and showcasing strategies for creative businesses and personal professional development.
Learning and Teaching
Teaching and learning methods
Lectures and seminars on industry research methods. Talks from industry partners and careers service. Workplace, studio and gallery visits. Workshops on website, showreel and CV design and production, and on business planning.
Type | Hours |
---|---|
Teaching | 42 |
Independent Study | 248 |
Total study time | 290 |
Resources & Reading list
Internet Resources
University of Southampton Careers Service.
Textbooks
Taylor, Stephanie & Luckman, Susan (eds) (2020). Pathways into Creative Working Lives. London: Palgrave Macmillan.
Flew, Terry (2013). Global Creative Industries. London: Polity Press.
Lankoski, Petri & Bjork, Staffan (2015). Game Research Methods: an overview. Pittsburgh PA: ETC Press.
Assessment
Formative
This is how we’ll give you feedback as you are learning. It is not a formal test or exam.
Coursework Presentation
- Assessment Type: Formative
- Feedback:
- Final Assessment: No
- Group Work: No
Summative
This is how we’ll formally assess what you have learned in this module.
Method | Percentage contribution |
---|---|
Case study report | 50% |
Portfolio of practice | 50% |
Referral
This is how we’ll assess you if you don’t meet the criteria to pass this module.
Method | Percentage contribution |
---|---|
Portfolio of practice | 50% |
Case study report | 50% |