Module title: Creative Technologies

SCQF level: 11:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: IMD11119
Module leader: Tom Flint
School School of Computing
Subject area group: Creative and Social Informatics
Prerequisites

N/A

2019/0, Trimester 2, Face-to-Face, Edinburgh Napier University
Occurrence: 001
Primary mode of delivery: Face-to-Face
Location of delivery: MERCHISTON
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Tom Flint
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
Learning & Teaching methods including their alignment to LOs
Blended format using lectures, practical instruction both supervised and unsupervised supplemented with VLE resources detailing directed and reflective study. Project-based continuous assessment mapped to LOs 1, 2, 3, 4 and 5.
Lectures will be two hours in length and will cover technology, development and design. They will include a mixture of media with the intention of introducing the relevant topics prior to the practical sessions.
Each week the students will be provided with 2 hours of preparatory work in the form of directed study that will be required to be completed before the weekly practical session.
The practical sessions comprise set tasks which the student is required to complete by the end of each week. The tasks are designed in a manner such that the student should have the required skills and knowledge to gain an acceptable pass for the module. Some of the time set aside for practicals will be used for monitoring progress on the coursework. Students will be encouraged to bring in their coursework each week to discuss their progress in small groups led by the lecturer.
Assessment (formative or summative)
Formative
Students will be supported by way of a “feed-forward” approach through regular meetings with their tutor scheduled during the development of the individual projects.
Summative
The coursework will involve the creation of a prototype developed to an agreed design brief [LOs 1-5]. Students will also be asked to complete a critical reflective report directly addressing LOs 1 and 2.



Formative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Summative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 24
Face To Face Practical classes and workshops 24
Independent Learning Guided independent study 152
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Practical 20 1,2,3,4,5 7 HOURS= 20, WORDS= 0
Report 80 1,2 15 HOURS= 0, WORDS= 3000
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100

Description of module content:

This module introduces the student to established and emerging technologies for Prototyping Interactive Entertainment products within a client-centred interactive media development lifecycle. Students are introduced to a range of technologies for distribution as online, console and mobile applications. The module is not intended to train programmers, artists or animators but to introduce content creators to a range of technologies and to their respective workflow pipelines. The module aims to prepare students to make informed choices as to the best methods of prototyping and the skillsets required in order to deliver engaging interactive experiences to audiences across platforms and devices.

Learning Outcomes for module:

Upon completion of this module you will be able to:

LO1: Demonstrate a critical awareness of project management theory and practice appropriate to the prototyping of client-centred interactive media projects.

LO2: Critically evaluate appropriate methods of prototyping interactive media for demonstration
and proof of concept purposes.

LO3: Demonstrate a working knowledge of extant and emerging technologies, their function, purpose and context.

LO4: Conceptualise ideas using a range of technologies demonstrating a critical approach to graphics construction, usability, animation and scripting.

LO5: Manage the creative process (workflow) from concept through to delivery of a working prototype.

Indicative References and Reading List - URL:

Core - ENGLAND, E. & FINNEY, A. (2007) MANAGING INTERACTIVE MEDIA: PROJECT MANAGEMENT FOR WEB AND DIGITAL MEDIA: HARLOW, ESSEX: ADDISON-WESLEY, 1st ed.
Core - MULLIGAN, J. PATROVSKY. B. (2008) DEVELOPING ONLINE GAMES: NEW RIDERS PUBLISHING, 1st ed.
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