FACILITATORS
GUIDE
Full
Time
mode
of
Study
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)
TEACHING INSTITUTION
PROGRAMME TYPE
Image
College
of
Arts,
Animation
&
Technology
India
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 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
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
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.
Provide a variety of career pathway through introductions to the creative use of media,
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:
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.
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
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:
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
Create
awareness
of
the
practical
as
well
as
the
intellectual
challenges
Ability
to
develop
practical
solutions
to
the
problems
13
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
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
Module Code
Credits
AND101
Level
Foundation Studies
20
4 (1HE)
Visualisation
20
4 (1HE)
AND103
Design Fundamentals
20
4 (1HE)
FMS101
20
4 (1HE)
AND105
Communication Studies
20
4 (1HE)
DMT101
20
4 (1HE)
AND201
Pre Production
20
5 (2HE)
FMS201
Media Production I
20
5 (2HE)
DMT201
20
5 (2HE)
DMT202
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
Module Code
Module Title
Credits
AND101
Level
Foundation Studies
20
4 (1HE)
Visualisation
20
4 (1HE)
AND103
Design Fundamentals
20
4 (1HE)
FMS101
20
4 (1HE)
AND105
Communication Studies
20
4 (1HE)
DMT101
20
4 (1HE)
AND201
Pre Production
20
5 (2HE)
FMS201
Media Production I
20
5 (2HE)
DMT201
20
5 (2HE)
DMT202
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
Module Code
Module Title
Credits
AND101
Level
Foundation Studies
20
4 (1HE)
Visualisation
20
4 (1HE)
AND103
Design Fundamentals
20
4 (1HE)
FMS101
20
4 (1HE)
AND105
Communication Studies
20
4 (1HE)
DMT101
20
4 (1HE)
AND201
Pre Production
20
5 (2HE)
FMS201
Media Production I
20
5 (2HE)
DMT201
20
5 (2HE)
DMT202
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
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
20
4 (1HE)
AND105
Communication Studies
20
4 (1HE)
DMT101
20
4 (1HE)
GAM201
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
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
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
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.
22
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.
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
Lectures
and
workshops
are
usually
supplemented
by
tutorials
that
seek
to
encourage
independent
learning
and
development
of
a
range
of
skills
and
knowledge.
Practical demonstrations and opportunities for them to develop their computer skills
23
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.
24
ASSESSMENT
i)
Main
Features
of
the
Programmes
Overall
ii)
Assessment
Scheme
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
based activities
Analysis
of
production
demonstrations
Creation of portfolios
Extended projects
Formal
and
seminar
presentations
groups.
oral
Timed assessments
25
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:
26
27
28