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UNIVERSITY

OF WALES VALIDATED DEGREE S C H E M E




FACILITATORS
GUIDE

BA (Hons) Digital Media 3D Animation


BA (Hons) Digital Media Visual Effects
BA (Hons) Digital Media Game Design
BA (Hons) Digital Media Game Development



Full Time mode of Study

Image College of Arts, Animation &Technology


India
2012


TABLE OF CONTENTS

PROGRAMME TITLE..................................................................................................................................... 7
AIMS AND DISTINCTIVE FEATURES OF THE PROGRAMME ........................................................................ 9
INDIAN MARKET ............................................................................................................................................... 9
BENEFITS 11
SPECIFIC AIMS ................................................................................................................................................ 12
CRITERIA FOR ADMISSION TO THE PROGRAMME ................................................................................... 13
PROGRAMME LEARNING OUTCOMES ...................................................................................................... 15
QUALITIES, SKILLS AND CAPABILITIES PROFILE ........................................................................................ 19
MAIN SUBJECTS, LEVELS, CREDITS AND QUALIFICATIONS ...................................................................... 21
PROGRAMME STRUCTURE ........................................................................................................................ 21
DETAIL OF THE PROGRAMME STRUCTURE .............................................................................................. 23
DIAGRAMMATIC REPRESENTATION OF THE ENTIRE PROGRAMME ....................................................... 27
TEACHING AND LEARNING STRATEGY: .................................................................................................... 29
TEACHING STRATEGIES ..................................................................................................................................... 29
COMPULSORY STUDIES .................................................................................................................................... 29
SPECIALITY STUDIES ......................................................................................................................................... 29
COURSE PROGRESSION .................................................................................................................................... 30
PROJECT 30
WORK EXPERIENCE ......................................................................................................................................... 30
TEACHING AND LEARNING METHODS.................................................................................................................. 30
Lectures (Directed teaching/learning): ........................................................................................ 31
Seminars / Presentations ............................................................................................................. 31
Group / Team based Project Work .............................................................................................. 31
Individual Projects ....................................................................................................................... 31
Workshop .................................................................................................................................... 31
Tutorials (Self directed study) ...................................................................................................... 31
Computer based learning workshops .......................................................................................... 31
Study visits. .................................................................................................................................. 32

Assignments ....................................................................................................................................... 32
Screening ............................................................................................................................................ 32
Peer Learning ..................................................................................................................................... 32
ASSESSMENT .............................................................................................................................................. 33
BENCHMARK STATEMENTS........................................................................................................................ 34






UNIVERSITY OF WALES VALIDATED DEGREE S CHEME

PROGRAMME SPECIFICATION

QUALIFICATION

PROGRAMME TITLE

BA (Hons)

BA (Hons) Digital Media


3D Animation
Visual Effects
Game Design
Game Development

TEACHING INSTITUTION

PROGRAMME TYPE


Image College of Arts, Animation & Technology
India

Mode of study: Modular


Full time

AIMS AND DISTINCTIVE FEATURES OF THE PROGRAMME


Introduction:

INDIAN MARKET
There is quite a buzz about the Digital Media Industry in India, though the animation and gaming
industry is still in a nascent stage, the sector is expected to expand rapidly with the next few years. A
special study conducted by NASSCOM, the apex body of IT/ITES companies in India, on the Indian
animation and gaming market has found that the country could emerge as a significant destination for
such work in the years to come. The report forecasts the country's animation and gaming sector would
grow at a compounded annual growth rate of 35 percent and 78 percent respectively to reach $950
million and $300 million by 2009.
Elaborating on the enormous opportunities that exist in the animation and gaming sectors, the Nasscom
president Kiran Karnik has pointed out that "The emerging opportunity for high value products (in
Animation & Gaming) are enormous in terms of domain specialisation and simulation, but creative talent
and skills are insufficient to meet the demand that exist now,"
The recently formed Animation & Gaming Industry forum of the Federation of Indian Chambers of
Commerce and Industry (FICCI) has also highlighted the need for skill set development for the
Animation & Gaming sector. It has committed its support to technology research, development &
implementation of organized education and training programme to boost training & development of
international quality manpower to bridge the gap of over 30,000 experts needed in the next few years.
A new and emerging breed of animation and gaming companies in India are leading the countrys charge
on the global market for these services. Though a recent entrant in the global animation scene, demand
for India's production services is growing at a fast pace. With global entertainment majors such as Walt
Disney, IMAX, Warner Brothers and Sony signing up huge contracts with Indian animation companies, local
animation design studios are g radually establishing their credentials overseas and building their skill sets in this
high potential global market.
The explosive growth of the Digital Media content development industry has spawned many
specialities leading to a dearth of qualified professionals in these specialities. The college has been
started to fill the need for a specialised institute that would provide education in Digital Content
production instead of just traditional Art and Media c ourses.
Once India is developed as a credible destination for Animation, it is expected that India will then
move from the position of a product provider to the level of product developer with its own
intellectual property rights. To achieve this development of world-class institutes that trains talents in
the field of animation and scriptwriters, who can produce script, which is cross-cultural and acceptable
to the markets, play a vital role.
Currently the areas that require skill development have been identified as 3D Animation, Visual
Effects, Game Development, Digital Film production and Digital Media p roduction.

Special features:
The BA in Digital Media programme has been designed in response to the growing need in India and even
other parts of Asia for good professional programme in Digital Media. A three year Bachelors Degree
programme with Honours provision has been conceived to address this need. The aim of this programme is
to introduce and prepare its students for a career in the Digital Media industry and at the same time
maintain the academic ethos of a graduate study. The programme seeks to achieve this by providing an
environment that would foster the gaining and deployment of knowledge, technical skills, methods and
critical reasoning that would enable them to take the positions of key member in this rapidly developing
and changing industry.
The BA (Honours) Digital Media awards proposed for programme review in 2006 and amended
in 2009 are

3D Animation

Visual Effects

Game Design and

Game Development

All the BA Digital Media programs will be offered as a 3 year full time undergraduate programme of
study.
The design of the programme has been done consulting the QAA Honours degree benchmark statements
for Art & Design, Communication, Media, Film and Cultural Studies and Computing.

Generic Objectives
The BA Digital Media suite of awards has a generic objective and a common modular structure, which are
aligned with the QAA Benchmark definitions for Art & Design, Communication, Media, Film and Cultural
Studies and Computing. The benchmark definitions are articulated in each of the modules outcomes. This
provides a clear structure for the organisation, delivery and assessment of the programmes, while
maintaining the individuality of each award and its related outcome.


The common modules structure provides all the students with a rigorous understanding of the fundamental
knowledge of key aspects of Digital Media. This provides a solid foundation for them to build upon which
they study by way of their specialised modules.
The overall aim of the BA Digital Media subject provision have been identified as f ollows:

1. Enable the development of knowledge and strategic skills on a variety of platforms relating to
the Digital Media Industry;
2. Enable one to acquire a critical and strategically informed perspective of the evolving
technologies used in the Digital Media Industry and their present applications and
future developments in this industry

3. Provide students with theoretical as well as a practical understanding of the relevant


principles and processes relating to the Digital Media Industry.
4. Ensure that students have a critical appreciation of their own work and that of their
peers and articulate the same in a professional manner
5. Enhance the students interpersonal and project management skills which will enable them
to be effective in a team based or networked production environment;
6. Prepare the student for a career and related employment within their chosen speciality

These aims and intended outcomes have been formulated keeping in mind the dynamic nature of the
Digital Media Industry and the state of the Digital Media Industry around the world and with particular
reference to the Indian market. As India strides forward, garnering international recognition, ICAT is
determined to play a leading role in the building the future of Indias Digital Media Industry. The College
seeks to provide an educational experience comparable with the best in the world, and finds support in
the Colleges Strategic development plan. The Strategic development plan has been drawn keeping the
Colleges vision and in tune with its missions. As a new College the challenges it faces are many but with
determination and enterprise the College is confident of achieving them.


BENEFITS

This is a named award within the BA (Honours) Digital Media programme. It explores key aspects of the
animation production process using variety of techniques from script to screen including 2D drawn, 3D stop
motion and 3D computer animation. Emphasis is placed on students personal and professional
development, communication skills and entrepreneurial skills so that they are well equipped to enter a
diverse and rapidly changing industry

The award offers opportunities for students to work not only in the animation industry, but in
associated areas such as the Game Industry, Visual Effects Industry as well as Advertising and
Simulations Industry.
Visiting guest speakers/lecturers are an important feature of the programme which aids student discussion
and understanding of topics. There are opportunities to produce work for real clients and enter major design
and animation competitions. Students will also undertake briefs that are set by industry.

SPECIFIC AIMS

To gain a holistic understanding of animation production from script to screen and provide the
knowledge and skills necessary for becoming an Animator

To use drawing as a means of expression and communication and as an essential tool in


the process of animation.

Demonstrate the ability to respond to design brief through conceptual thinking, design
work, appropriate use of sound, media and other methods of production including
opportunities for simulated and real world involvement with the animation industry.

Develop the use of research methodologies appropriate to the discipline of animation

Provide a variety of career pathway through introductions to the creative use of media,

techniques and communication and develop an in depth knowledge of the specialist 3D


applications used for creating animation.

Increase employment opportunities through the development of critical, analytical,


problem solving and transferable skills.

[Language of Instruction and Assessment: English]

CRITERIA FOR ADMISSION TO THE PROGRAMME

BA (Hons) Digital Media (3D Animation) - 10 +2 or equivalent


BA (Hons) Digital Media (Visual Effects) - 10 +2 or equivalent
BA (Hons) Digital Media (Game Design) - 10 +2 or equivalent
BA (Hons) Digital Media (Game Development) - 10 +2 or equivalent with Maths & Physics

PROGRAMME LEARNING OUTCOMES:


What a Graduate Should Know and be able to do on Completion of the Programme

Students develop a practical understanding of the underlying principles of Digital Media industry including
elements of design, typography, digital audio and video, animation, authoring and preparing project
proposals.
Students will be able to acquire, collate and develop judgement on the various software and hardware used
in the digital media industry. Students will know the background on the major developments and issues
that were instrumental in the development of the Digital Media Industry.
Students will be able to use the drawing processes and materials as a means of visual enquiry and self-
expression. They would also produce a portfolio of designs and sketches of characters, environments and
props. They will produce concept designs and storyboards as references for developing animation. They
would demonstrate the adherence and the use of principles of animation in all their work.
Students will understand and adapt the techniques of Direction, Cinematography, Acting, Claymation
and Machinima in producing animation.
Students will be able to plan and execute a short animated film using a computer, using techniques such as
Modelling, Texturing, Lighting, Particles & Dynamics and Rendering. They also will develop understanding of
the theories and practice of film editing and compositing and use them in their production.

They will also develop knowledge which will enable them to manage projects and technology and know,
how to work as a team in production environment

To gain the qualification the student will demonstrate i) subject knowledge and understanding
ii) cognitive skills iii) subject-specific practical and professional skills and iv) other general skills and
capabilities specified in the learning outcomes for modules within the programme.

10

i) Knowledge
and
understanding
in the context of
the subject

This programme
provides
opportunities
for learners to
achieve the
following
generic
outcome in
knowledge and
understanding:

iii)
Subject-specific
practical\professional
skills

This programme
provides opportunities
to achieve the following
generic outcome in
subject and other skills
for learners:

ii) Cognitive skills


Analysis; Synthesis;
Summarization;
Critical judgment;
Problem-solving;

iv) General/
transferable skills

This programme
help learners to
achieve the
following generic
outcome in
practical and
professional skills:


Show depth of
critical
knowledge within
the specialist
area of study

Respond
creatively to
design problems
which uses and
expands existing
knowledge of
their subject
study

Autonomously
synthesize
information from a
variety of sources

Use reflective
practice in
understanding,
applying and
developing
concepts


Independently
analyze, evaluate,
assess and make
rational judgments
on own/others work
with justification.

Demonstrate knowledge
and understanding of
essential facts, concepts,
principles and theories
relating to Computing and
computer applications as
appropriate to the
programme of study.

Draw upon critical theory,


research and
methodology within
specialist practice work

Discern and use of
appropriate media,
materials and processes
for different applications.


Use such knowledge and
understanding in the
modelling and design of
computer- based systems for
the purposes of
comprehension,
communication, prediction
and the understanding of
trade-offs.


Autonomously gather and
organise data from a
variety of input media

Use technical mastery in;
using a variety of media,
techniques and processes,
applying appropriate
methods creatively


Recognise and analyse
criteria and specifications
appropriate to specific
problems, and plan
strategies for their solution.


Produce work which is
relevant and has
relevance to area of study


Deploy appropriate theory,
practices and tools for the
specification, design,
implementation and
evaluation of computer-
based systems.

Pursue experimental
approach in
Meeting creative goals.

Develop in a professional
manner one or more pieces
of work within their area

of speciality from the
concept stage up to
completion

Present succinctly to a
range of audiences (orally,
electronically or in writing)
rational and reasoned
arguments that address a

Develop a
rationale for an
individual
programme of work
culminating in a
proposal of one or
more pieces of
work for public
exhibition

Resolve problems
likely to arise in
research,
production and
professional
practice

Show
commitment,
motivation,
interpersonal and
communication
skills

Manage time
effectively towards
defined outcomes
and deadlines

Engage in full
professional and
academic
communication
with others in
field

11

given information handling


problem or opportunity.


Demonstrate aesthetic
qualities, creative
expression and
communication and a
fluency and imagination in
the synthesis
of
methods and ideas.


Recognise the professional,
moral and ethical issues
involved in the exploitation
of computer technology and
be guided by the adoption of
appropriate professional,
ethical and legal practices.

Formulate
solutions in
Dialogue with
peers, clients,
mentors and
others

Argue alternative
approaches and
access viability of
solutions

Make effective use
of IT, library
resources

12

to problems


QUALITIES, SKILLS AND CAPABILITIES PROFILE

The educational and training goals of the programme seek to promote and demonstrate the following
qualities, skills, capabilities and values in the student:



iii) Personal and Social
i) Intellectual
ii) Practical
This
programme
provides
opportunities for learners to
achieve the following generic
outcome in intellectual skills:

It enables the student to


utilise skills, process and
equipments in an effective
and creative manner. This
is in accordance with good
professional practice and
the ability to apply these to
a variety of situations and
contexts. The ability to
manage time, prepare
schedules,
effectively
manage resources and
delivering on time are
integral to all assignments.

Apply cognitive learning to


production methods
Develop new approaches for
specialist practice in different
situations
Display
imagination,
individuality,
originality,
personal insight
Deal with the complexity of
taking a subject from concept
through
to production,

including costing and
liaison with industry/funding
organisations, analysing and
evaluating methods of
specialist practice,
culminating in showing to the
public
Work independently and
within a group to achieve
stated goals and also within a
wider perspective

This programme equip learners


with the following generic outcome
in personal and social skills:
Research
skills:
enable
participants capacity for critical,
effective
and
testable
information
retrieval,
organisation, and ability to
design and carry out a
research project with limited
tutorial guidance.

Communication skills:
Communicate information,
arguments and ideas cogently,
to listen effectively, and thus
to participate constructively
in discussion and in written,
spoken or other form (such as
illustrated essays and seminars,
slide, moving image or
multimedia presentations)
using appropriate visual aids
and IT resources.

Program provide learners


the following practical skills

Plan, structure and
deliver
individual
written assignments

Identify and analyse
data
and
other
information
from
various sources


Open-mindedness: The ability
to be open and receptive to
new things and ideas, to
identify the merits of unfamiliar
arguments or cultural artifacts
and the merits or shortcomings
of familiar ones, to
appreciate and evaluate
divergent points of view and to
communicate their qualities.

Synthesise information
and make judgements
about it based on
analysis

Write and communicate


clearly and effectively
to different audiences,
including peers, and
other stakeholders


Create awareness of the
practical as well as the
intellectual challenges




Ability
to develop
practical solutions to
the problems

Diligence: Able to undertake


and complete set tasks,
whether routine and familiar
or requiring the acquisition
and application of new skills.



Autonomy:
Develop
an
independent argument that is
informed by but not dependent
on authorities in the subject

13

area, to define one's own brief,


and to formulate arguments
that
effectively
structure
relevant information.

Teamwork: Work constructively
and productively in groups.

Exhibit self awareness,


openness and sensitivity
to the variety of
situations.

Develop a taste for
critical analysis and
reflective and adaptive
learning


Time
management
and
personal initiative: Work to
briefs and deadlines, including
managing concurrent projects,
to take responsibility for one's
own work, to reflect on one's
own learning, and to make
constructive use of feedback,
and
to
take
shared
responsibility for one's own
programme of studies.

14

MAIN SUBJECTS, LEVELS, CREDITS AND QUALIFICATIONS

PROGRAMME STRUCTURE
The BA Digital Media suite of awards has a generic objective and a common modular structure, which are
aligned with the QAA Benchmark definitions for Art & Design, Communication, Media, Film and Cultural
Studies and Computing. The benchmark definitions are articulated in each of the modules outcomes. This
provides a clear structure for the organisation, delivery and assessment of the programmes, while maintaining
the individuality of each award and its related outcome.
The common modules structure provides all the students with a rigorous understanding of the fundamental
knowledge of key aspects of Digital Media. This provides a solid foundation for them to build upon which they
study by way of their specialism modules.
The Graduate programme consists of three levels, each lasting one academic year of full-time study. Each level is
divided into units of study. Units may vary in size. A standard unit represents 200 hours of study and is worth 20
credits. Credit is a measure of whether they have met the learning outcomes of a module and they will be
awarded credit for each module completed satisfactorily.
Each credit requires approximately 10 hours of learning time, which is made up in three ways: taught
time, access to facilities, and self directed study. Facilities include laboratory, workshops and computer
resources. Self directed study represents the time that the student will spend working on each module
independently of College facilities. The proportion of hours devoted to each type of learning will vary
according to the purpose and nature of the module.
Each level is worth 120 credits, which are 6 standard units in the 1st and 2nd year of study and 4 units in the
final year of study. This equates to 3600 hours of study in total.

15

DETAIL OF THE PROGRAMME STRUCTURE



Full time programme of study

BA (Hons) Digital Media 3D Animation


Requirements: 10 + 2 or equivalent
Year

Module Code

Credits


AND101

Level

Foundation Studies

20

4 (1HE)

Visualisation

20

4 (1HE)

AND103

Design Fundamentals

20

4 (1HE)

FMS101

Critical & Media Studies

20

4 (1HE)

AND105

Communication Studies

20

4 (1HE)

DMT101

Digital Media Techniques I

20

4 (1HE)

AND201

Pre Production

20

5 (2HE)

FMS201

Media Production I

20

5 (2HE)

DMT201

Digital Media Techniques II

20

5 (2HE)

DMT202

Digital Media Techniques III

20

5 (2HE)

FMS202

Media Production II

20

5 (2HE)

SPE201

Collaborative Project

20

5 (2HE)

SPE301

Project

40

6 (3HE)

SPE302

Dissertation

20

6 (3HE)

SPE303

Portfolio Presentation

20

6 (3HE)

SPE304

Professional Practise

40

6 (3HE)

AND102

Module Title

II


III

16

BA (Hons) Digital Media Visual Effects


Requirements: 10 + 2 or equivalent
Year

Module Code

Module Title

Credits


AND101

Level

Foundation Studies

20

4 (1HE)

Visualisation

20

4 (1HE)

AND103

Design Fundamentals

20

4 (1HE)

FMS101

Critical & Media Studies

20

4 (1HE)

AND105

Communication Studies

20

4 (1HE)

DMT101

Digital Media Techniques I

20

4 (1HE)

AND201

Pre Production

20

5 (2HE)

FMS201

Media Production I

20

5 (2HE)

DMT201

Digital Media Techniques II

20

5 (2HE)

DMT202

Digital Media Techniques III

20

5 (2HE)

FMS202

Media Production II

20

5 (2HE)

SPE201

Collaborative Project

20

5 (2HE)

SPE301

Project

40

6 (3HE)

SPE302

Dissertation

20

6 (3HE)

SPE303

Portfolio Presentation

20

6 (3HE)

SPE304

Professional Practise

40

6 (3HE)

AND102

II

III

17

BA (Hons) Digital Media Game Design


Requirements: 10 + 2 or equivalent
Year

Module Code

Module Title

Credits


AND101

Level

Foundation Studies

20

4 (1HE)

Visualisation

20

4 (1HE)

AND103

Design Fundamentals

20

4 (1HE)

FMS101

Critical & Media Studies

20

4 (1HE)

AND105

Communication Studies

20

4 (1HE)

DMT101

Digital Media Techniques I

20

4 (1HE)

AND201

Pre Production

20

5 (2HE)

FMS201

Media Production I

20

5 (2HE)

DMT201

Digital Media Techniques II

20

5 (2HE)

DMT202

Digital Media Techniques III

20

5 (2HE)

FMS202

Media Production II

20

5 (2HE)

SPE201

Collaborative Project

20

5 (2HE)

SPE301

Project

40

6 (3HE)

SPE302

Dissertation

20

6 (3HE)

SPE303

Portfolio Presentation

20

6 (3HE)

SPE304

Professional Practise

40

6 (3HE)

AND102

II

III

18

BA (Hons) Digital Media Game Development


Requirements: 10 + 2 or equivalent
Year

Module Code

Module Title

Credits

Level

AND101

Foundation Studies

20

4 (1HE)

GAM101

Gaming Fundamental

20

4 (1HE)

AND103

Design Fundamentals

20

4 (1HE)

FMS101

Critical & Media Studies

20

4 (1HE)

AND105

Communication Studies

20

4 (1HE)

DMT101

Digital Media Techniques I

20

4 (1HE)

GAM201

Science for Gaming

20

5 (2HE)

GAM202

2D Game Programming

20

5 (2HE)

GAM203

Mobile Gaming

20

5 (2HE)

GAM204

Game Engine

20

5 (2HE)

GAM205

3D Game Programming

20

5 (2HE)

GAM201

Science for Gaming II

20

5 (2HE)

SPE301

Project

40

6 (3HE)

SPE302

Dissertation

20

6 (3HE)

SPE303

Portfolio Presentation

20

6 (3HE)

SPE304

Professional Practise

40

6 (3HE)

II

III

19

DIAGRAMMATIC REPRESENTATION OF THE ENTIRE PROGRAMME


Bachelor Honours Degree 360 credits

3D Animation

Visual Effects

Game Design

Modules

Modules

Modules

Modules


Foundation Studies

Design
Fundamentals


Critical & Media
Studies
Communication

Digital
Media
Techniques I
Collaborative
Project
Professional

Visualisation

Visualisation

Game
Development
Modules
Gaming

Visualisation

Fundamental

Digital

Digital

Digital

Media

Media

Media

Techniques

Techniques

Techniques

II
Media

II
Media

II
Media

Science for

Production

Production

Production

Gaming

Studies

Compulsory

2D Game
Programming

Pre Production

Pre Production

Pre Production

Media

Media

Media

Production

Production

Production

II

II

II

Digital

Digital

Digital

Media

Media

Media

Techniques

Techniques

Techniques

Mobile Gaming

3D Game
Programming

Game Engine

III

III

III

Practice
Portfolio
Presentation

Project

Dissertation

20

TEACHING AND LEARNING STRATEGY:


Details of how the Scheme will be Delivered

TEACHING STRATEGIES
The teaching and learning methods employed throughout this Course have been selected to
provide a productive and varied learning experience consistent with the aims and objectives
of the programme.
The methods adopted in each of the courses modules vary in accordance with the demands
of the subject matter and level of study required. The methods used include: formal lectures,
seminars, laboratory investigations, tutorials, computer based learning, individual and group
project work. Industry guest speakers will contribute where appropriate. Another important
aspect of the teaching and learning process is to visit organisations related to the area of
study.
Core lectures will bring together students from all degrees and will normally be for the
duration of one hour. Lectures involve the formal presentation of ideas and issues to all the
students on each year of the Course. Seminars will involve students being taught in a more
informal environment which will enable discussion of the ideas and issues delivered in the
lecture. The duration of Seminars are normally fixed depending on the scope of the topic
discussed.
Individual and group project work form an important part of the learning strategy.

COMPULSORY STUDIES
The Compulsory Studies modules have been designed to deliver a theoretical and practical
foundation in the digital media industry and enable the student to use their abilities in a
broader career context. The modules have been structured to provide under-pinning and
transferable knowledge which will help them in developing as an independent learner.

SPECIALITY STUDIES
This part of the course focuses on the knowledge and skills needed to complement the core
skills required for their area of specialisation.

21

COURSE PROGRESSION
Year 1 focuses on the foundation skills of digital media production, introducing concepts of
design and how they are implemented from original concept to completion. In addition they
will have the opportunity to explore a variety of production techniques.
Year 2 builds upon the skills gained in year 1 and enables them to apply and further develop
themselves within their area of specialisation.
Year 3 builds upon the individual skills that they have gained in the previous two years and
will focus on their Project work. This will begin with the development of a project proposal in
the first term of year three. This will include a project brief, identifying the project outline,
structure, concepts or storyboard, technology review, literature research and any additional
requirements required by them to complete this project i.e. industrial placement, additional
resources not found within School, additional skills required etc.
Year 3 will also focus upon operational management. This in turn develops business
knowledge enabling them to manage projects and technology.


PROJECT

Each course has a collaborative project, the aim of which is to enable further self
development and allow the appreciation of knowledge and the utilisation of skills acquired
from different modules in different areas of the course.


WORK EXPERIENCE

The College encourages them to take work experience opportunities whenever they are
possible. The College encourages the Students to complete their projects in a sector of the
industry that they are interested in.
Work experience is not an assessed part of the course but it helps the students make initial
contacts with potential employers or companies willing to take work placements. The
placement office will help identify potential companies, supply reference and any other details
that the student may require.

TEACHING AND LEARNING METHODS


The intended learning outcomes are comprehensive, measurable and vocationally relevant.
They are developed through industrial research, taking into consideration the appropriateness
of the level and standards to be achieved.
The following teaching and learning methods are used to enable learners to achieve and
demonstrate these outcomes.

22

Lectures (Directed teaching/learning):


Lectures consist of group teaching at the same time. Usually based around one topic and
delivered verbally by one or more tutors. Those lecture classes that require teaching of
computer application are taught on computers with their display projected on large
screens for students to follow. There is an opportunity after the delivery of the lecture
for questions and observations.

Seminars / Presentations

Groups of students are brought together to debate and discuss a project, or a contextual
issue and share views and experiences. Seminars will enable discussion of ideas and issues
delivered.

Group / Team based Project Work


Students work as a team with a group of peers. The purpose of group project work is to
teach the skills of negotiation, the organisation of roles and time-tabling of meetings,
arranging and meeting deadlines and bringing together the individual elements to produce
a final piece of work.

Individual Projects

Work based on a proposal which the student will individually initiate, discuss and agree
with their tutor. Its purpose is to enable them to identify a project which will develop
their particular subject interest, encourage them to define the project using clear aims
and objectives, identify what is needed to complete the work and to organise the project
to achieve the goals set.

Workshop

Practical demonstrations and experimental sessions which provide them with the
opportunity to develop and experiment with a skill or technique relevant to the course,
their individual interests or requirements

Tutorials (Self directed study)


Lectures and workshops are usually supplemented by tutorials that seek to encourage
independent learning and development of a range of skills and knowledge.

Computer based learning workshops


Practical demonstrations and opportunities for them to develop their computer skills

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Study visits

May be undertaken as part of self directed study, for example when they are researching
for a project, or, may be undertaken as group tutored study for example, to visit an
exhibition of general topical interest.

Assignments

Students are given a set of (individual and group) assignment which encourages them to
acquire a range of skills and techniques and apply them creatively to solve design
problems. Assignments also augment the process of knowledge acquisition, research and
the development of skills of analysis, evaluation and synthesis.

Screening

Screening gives an opportunity for students to review historical and contemporary works
in Digital Media. Screening is usually followed by a staff moderated discussion on the
work reviewed with students encouraged to present and debate critical aspects relating to
work viewed.

Peer Learning

The Colleges student centric learning approach provides its students the opportunity to
interact, learn and build on the collective experiences of their peers within the
participating environment.

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ASSESSMENT
i) Main Features of the Programmes Overall ii)
Assessment Scheme

Methods of Assessment (including

weighting of components)

Module assessment takes place at intervals Students will be assessed in the following
throughout each semester, at the end of a ways:
module and at the end of semester. Students End of term timed assessment
submit a range of work; sketch books, design End of term major project\dissertation
sheets, finished artwork, artefacts, screen based

In term Module assignments

work, technical/production files, journals,


essays and audio visual presentations.
At the beginning of each assessment activity

Module assignments activities include:

the details of the assessment, including the

Report and essay writing

assessment criteria, will be communicated to

Practical laboratory and computer

the student. The students will receive a written


and oral briefing and a grade when their work
is returned. Strict observance of deadlines is

based activities

Analysis

of

production

demonstrations

expected and failure to hand in work on time


without a valid reason will be penalised.

Creation of portfolios

A wide variety of assessment activities are

Case study analysis, business games


and role playing

included in the course to ensure that they have


the opportunity to develop and demonstrate a

Extended projects

Formal

broad range of skills and knowledge.


Assessment will take place with students

and

seminar

presentations

working on an individual basis as well as in

groups.

oral

Timed assessments

Peer assessment will be used where


appropriate.
Each module is assessed in relation to the
stated learning outcomes.
Each project brief and assignment will clearly
indicate the task(s) they are required to

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sment ocess
e

wh

xtenuating

progress


subj

and

sment

satisfactory

timetable
e

BENCHMARK STATEMENTS
(i) List the QAA Benchmark Statement(s) consulted as part of the programme design
process:

QAA subject Benchmark:


Communication, Media, Film & Cultural Studies, Art & Design, Computing

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