1. PROGRAMME INFORMATION Programme Title BA (Hons) Digital Media Design Department and Faculty School of Media and Film, Faculty of Arts Date of most recent (re)validation 21 February 2014 Date(s) when Programme Specification revised September 2015 Revalidation due date Interim review in 2016-17 Revalidation in 2019-20 Awarding Institution University of Winchester Teaching Institution (if different) n/a Programme also accredited by University of Winchester Title of Final Award Bachelor of Arts (Honours) in Digital Media Design Title(s) of Exit Award(s) Certificate of Higher Education in Digital Media Design Diploma of Higher Education in Digital Media Design Language of Study English Mode(s) of Attendance 3 years Full-Time Mode(s) of Delivery Taught Intake start date(s) and number of intakes September 2014 per year One intake per year Normal Period of Study 3 Years Full-Time UCAS Code W280 Art & Design QAA Subject Benchmarking Group Communications Film Media and Cultural Studies Computing 2. ADMISSIONS AND ENTRY REQUIREMENTS Prospective students should consult the latest prospectus and/or course pages online for programme entry requirements. Prospective students for Taught programmes should consult the Admissions Policy for Taught Programmes. Prospective students for Professional Doctorate programmes should consult the Postgraduate Research Programmes Admissions Policy. Both are available on the University’s public webpage. 3. 3.1 EDUCATIONAL AIMS AND LEARNING OUTCOMES The aims of the Programme are: a) To provide a varied but conceptually coherent curriculum so as to allow the study of a range of creative design media and their modes of production in a variety of branches of b) c) d) e) f) 3.2 the Digital Media Design Industry. To encourage students to develop a critical and analytical understanding of both the practice and process of the Digital Media Design Industry within relevant historical, cultural, national and institutional contexts. To engage students in the development of the key process skills of Research, Planning, Problem Solving and Target Setting. To engage students in the development of the key Interpersonal Skills of Written and Oral Communication, Presentation, Teamwork and Negotiation. To provide a programme of study that allows students to identify, develop, practice and gain mastery of the necessary cognitive, practical & technical skills required to enter and practice within a range of creative Digital Media Design contexts. To encourage students to develop a reflective approach towards the process and object of learning, to encourage strategies for professional development and lifelong learning. The Learning Outcomes of the Programme are: By the end of Level 6, students will have fully developed their self-awareness in respect to their chosen design areas within the digital media industry. They will be able to design and produce work which will be more detailed and show a sophisticated understanding of a range of practical, technical and innovative approaches and contexts. Level 6 students will have become more confident in assessing the validity of secondary material and in deploying critical approaches to a range of materials for study. Work on the dissertation will have demonstrated the ability to sustain a thesis across a lengthy, self-directed, study of their chosen design area of the digital media industry. Through engagement with modules at Level 6, students will have developed the ability to: a) Apply independent research towards a specific objective with the ability to identify, define and anticipate design trends in the digital media industry and build a detailed knowledge and understanding of their design practice in relation to the development of interactive products as well as the component disciplines. b) Have the ability to identify, evaluate and comment on the ethical issues related to the design, development and distribution of digital media products in general and in relation to their own design work with the ability to anticipate and comply with all relevant legislation concerning the content and accessibility of a digital media design artefact. c) Have the ability to use a wide range of market analysis and business tools to develop appropriate business plans, and be able pitch to their business plan to an audience. d) Provide detailed documentation of specifications and designs in appropriate formats to serve as a blueprint for product development and apply the methods and techniques that they have learned to review, consolidate, extend and apply their design knowledge and understanding, and to initiate and carry out design projects. e) Develop a constructive and proactive relationship with colleagues involved in the technical or quality assurance process to ensure their design can be realised effectively and be able to communicate information, ideas, problems, and solutions to both specialist and non-specialist audiences. f) Have the ability to evaluate their own work through a process of critical reflection and to be able to devise and implement contingency plans for reasonably foreseeable setbacks that might affect their ability to deliver their work. Upon completion of the programme students will be able to demonstrate Knowledge and Understanding (K&U) and Skills and Other Attributes (S&OA). These are identified below and marked against each level learning outcome. Cert HE Digital Media Design Level 4: a) To be able to design and produce digital media artefacts within specified parameters and constraints relating to a target platform or medium and save them in an appropriate format. (S&OA) Page 2 of 23 b) Have a broad knowledge and understanding of the historical development of specific digital media forms including development, principles and structure of the world wide web (K&U) c) To critically evaluate and use the range of core technologies, tools, formats and technical approaches that are available to produce digital media artefacts, demonstrating a broad understanding of the inter-relationship between content, design and technology. (K&U) d) Display knowledge of a range of critical concepts, approaches, and debates affecting the design and production of digital media artefacts and be able to analyse, interpret and follow specifications or other briefs in order to develop appropriate design and technical solutions. (S&OA) e) Develop a broad understanding of the principles of interactive design, especially regarding usability, accessibility and interaction of images, sound, narrative, animation or other source materials in their designs. (K&U) f) An ability to evaluate their work in relation to the needs of a team in order to deliver work of an appropriate standard within the production life cycle and to present ideas clearly to gain the support of colleagues and clients. (K&U) Dip HE Digital Media Design Level 5: a) Demonstrate a good understanding of the aesthetic principles of graphic and interactive design, and the ability to design creative interfaces or environments that are attractive, easy to use and fit for purpose (S&OA) b) Have a good knowledge and understanding of the institutions, organisations, and standards governing and guiding the digital media industry, the legal issues relating to copyright, intellectual property and ethical issues related to the design and development of digital media products including recognised industry web standards and accessibility guidelines. (K&U) c) Develop and present a business case for a project including assessments of opportunity and risk and be able to analyse and identify the importance of brand value in promoting a business case (S&OA) d) Have the ability to anticipate the overall life‐cycle of a project and the roles of specialists within the process in order to manage their work to fit into the required sequence and effectively document the process of a project from outline business proposals though specifications, client changes and reviews. (K&U) e) Have the ability to identify problems and consider a range of relevant design and technical parameters to find solutions, and the ability to balance the quality of the design in relation to file size, data transfer rates and other technical constraints. (S&OA) f) Have the ability to give and respond constructively to feedback about creative and technical work produced by themselves and members of a team and use a range of methods to test the integrity and feasibility of their design, effectively and thoroughly prior to production. (K&U) BA (Hons) Digital Media Design Level 6 a) Apply independent research towards a specific objective with the ability to identify, define and anticipate trends in the new media industry and build a detailed knowledge and understanding of their practice in relation to the development of interactive products as well as the component disciplines. (S&OA) b) Have the ability to identify, evaluate and comment on the ethical issues related to the design, development and distribution of digital media products in general and in relation to their own work with the ability to anticipate and comply with all relevant legislation concerning the content and accessibility of a digital media artefact. (K&U) c) Have the ability to use a wide range of market analysis and business tools to develop appropriate business plans, and be able pitch to their business plan to an audience. d) Provide detailed documentation of specifications and designs in appropriate formats to serve as a blueprint for product development and apply the methods and techniques that Page 3 of 23 they have learned to review, consolidate, extend and apply their knowledge and understanding, and to initiate and carry out projects. (S&OA) e) Develop a constructive and proactive relationship with colleagues involved in the technical or quality assurance process to ensure their design can be realised effectively and be able to communicate information, ideas, problems, and solutions to both specialist and nonspecialist audiences. (S&OA) f) Have the ability to evaluate their own work through a process of critical reflection and to be able to devise and implement contingency plans for reasonably foreseeable setbacks that might affect their ability to deliver their work. (K&U) In discussions with industry professionals, it is clear that the ability to ‘hit the ground running’ with software is very important, hence the decision to include extra software skill sessions as separate modules in Semester 1 and 2 at Level 4 and 5. Learning a variety of software enables the practitioner to understand how each programme interlocks with another to achieve the creative outcomes required by given briefs. Students at Level 5 engage in a range of projects that allow them to gain hands on experience of their chosen area of specialisation. Within these modules the students focus on the process of design and the solving of aesthetic and communication problems set by a particular brief given by local industry. In this sense they are responsive to the communication needs of a corporate client but are themselves, to some extent, the client to the creative technologist. Whilst students will have a broad understanding of the technical issues that impact on their design and will be able to prototype aspects of the finished product, it is intended that they collaborate with others to technically realise a final finished product. To this end BA students will collaborate with students following the BSc programme for some but not all projects. At this level students will be introduced to ideas of core business practices via the Enterprise Principles Module, enabling them to consider their third year negotiated tasks as part of their own business plan as well as learning opportunities. Students at Level 6 will continue within their specialist area whilst being given the opportunity to study business practice within the Creative Digital Media industry. These core business skills will help the students to enter the industry as both a practitioner and an entrepreneur. Students will be required to undertake two major negotiated tasks, both of which would normally be expected to be conducted with industry partners. The Major Research Dissertation Module is a fully researched reflective discourse on the nature of the industry in which the student wishes to practice allied to a critique of their personal practice and preparedness for employment. All students are required to present their work and interact with invited industry professionals at the End of Year Show ‘TransMedia’. They will also pitch their prototypes or business ideas to a panel of invited professionals for advice and feedback. Final year students will be able to leave the programme with a fully interactive web based portfolio of work that will enable them to show their achievements in a dynamic way to prospective employers. At all levels of the programme and particularly at Level 6, students will be engaged in a critique of the industry and a debate about the future opportunities and developments possibilities. Page 4 of 23 4. PROGRAMME STRUCTURE, LEVELS, MODULES, CREDIT AND AWARDS This section outlines the levels of study, modules and credits required for each programme (where there is more than one) and for final and exit awards. Module code and title Credits Core/Mandatory/ Optional Comments (e.g. pre/co-requisites) Level 4 DM1100 Design Principles 15 Core Individual tasks set through learning aspects of design in preparation for cohort website and portfolio DM1101 Development Principles 15 Core Individual tasks set through learning aspects of development in preparation for cohort website and portfolio DM1102 Team Processes 10 Core Team building & processes for working within teams DM1103 Research Principles 10 Core Learning to think critically and building arguments DM1108 Website Workshops 10 Mandatory Learning software and code to build the cohort website Core Design elements for 3 x 4 wk group projects: Game, Mobile Design and Interactive and enhancing individual portfolios DM1104 Design Projects 15 DM1105 Development Projects 15 Core Development elements for 3 x 4 wk group projects: Game, Mobile Design and Interactive and enhancing individual portfolios DM1106 Project Processes 10 Core Managing projects, understanding briefs and team roles within a typical project Core DM1107 Research Projects 10 DM1109 Interactive Media Workshops 10 Mandatory Group Seminar series – Heroes or Villains of the Digital Media Industry Learning software and code to build the 3 projects: Game, Mobile Design and Interactive Exit award: Cert HE Level 5 Page 5 of 23 DM2100 Design Focus 30 Core Double Module: 1 x 12 wk group client project & 1 x 12 wk individual project DM2102 Project Focus 10 Core End of Year Show Planning & Organisation DM2103 Research Focus 10 Core Case Study research DM2108 2D & 3D Workshop 10 Mandatory DM2104 Design Practice 30 Core Double Module: 1 x 12 wk group client project & 2 x 6 wk individual projects DM2106 Enterprise Principles 10 Core 6 wk Group business Concept & 6wk Level 6 Individual Business Plan / Agreement DM2107 Research Practice 10 Core DM2109 Motion Graphics Workshop 10 Mandatory - Level 6 Exit award: Dip HE - DM3100 Major Research Project 30 Core Delivered over 2 semesters DM3101 Negotiated Design Placement 40 Core Delivered in 1 semester DM3103 Negotiated Design Project 30 Core Delivered in 1 semester DM3105 Enterprise Focus 10 Core Delivered in 1 semester DM3106 Portfolio Workshop 10 Mandatory Delivered in 1 semester Glossary Core = modules must be taken and passed Mandatory = modules must be taken but may be eligible for compensation Optional = modules may be selected by students, subject to availability 5. 5.1 LEARNING, TEACHING AND ASSESSMENT Means of delivery The following teaching methodologies will be employed on the course of study. An explanation of each teaching methodology outlining its purpose and relationship to the modules and assessment of the programme is included and the Key Information Set (KIS) Activity Type is indicated in brackets. Lecture/ Practitioner Presentation (KIS: lecture/practical classes) A traditional lecture format has been adopted to deliver the theoretical underpinning and location of the practice of Digital Media Design within the broad context of the New Media Industry. This is most appropriate for illustrating the complexity of the subject as well as introducing the student to Page 6 of 23 the broad critical framework that is available for them to explore further throughout the course. The lectures will be interactive in that they will require students to actively contribute to the lecture through questions that they have raised from undertaking guided reading prior to the lecture. This teaching method will be employed primarily at Level 4. At Level 6 the lecture will be given to students in the form of a Practitioner Presentation. In this way students will be able to explore current practice and the emergence of new thinking in dialogue with leading professional practitioners. Practical Demonstration (KIS: demonstration) Many of the skills and routines that students will have to understand and engage with have both underlying theoretical principles and practical outcomes. It is appropriate to introduce students to this knowledge by the use of example, through the practical demonstration by a tutor or practitioner so that the student can gain a good understanding of the processes and problem solving by which a practical outcome may be achieved. This methodology will be used whenever students are being introduced to a new or more advanced technique. It is particularly appropriate where students need to understand the safety aspects relating to a particular piece of technical equipment or technical process. This teaching method will be used extensively throughout Level 4 and 5. Practical Workshop/Exercises (KIS: practical classes and workshops) Students will be able to develop and test their understanding of subject matter delivered through Lecture or Practical Demonstration through the process of a Practical Workshop. This will allow students to gain their own practical experience of the process and outcome of applied theories, skills and routines in a structured environment aimed at giving them a specific set of tasks to complete. In this safe environment students can both explore and challenge current practice through the process of engaging in ‘real world’ problems set by a tutor. This teaching method will be used extensively throughout Level 4 and 5. Studio Teaching (KIS: practical classes and workshops) Studio Teaching is central to the pedagogy of many design disciplines and yet is probably the least understood component. The DMD Studio is both a process and a place: as a place, it is where most of the design work goes on and replicates a model of industry practice, and students work alongside each other and in this way students become actively engaged with each other’s practice and learning. With varied levels of intervention from tutors and external critics, students can be afforded the opportunity to experiment and learn through mistakes whilst being offered access to one to one advice and critique through the presence of staff in the studio at appropriate times throughout a project. As a process, it is normally based around problem-based learning, in which students are set a project or exercise, which they are to explore through a combination of research, experimentation and problem solving with varying levels of input from tutors and other specialists. Students learn about the process of design through their engagement with the project. Student Presentation (KIS: practical classes and workshops) At specific points within the course students will be asked to research and deliver information relating to a particular area of interest to Digital Media professionals. In all cases this will relate to subject matter that shares a common theoretical base but which is interpreted and employed differently in a number of common and accepted loci of operation. Students will have to take responsibility for their own learning and that of others but it will be possible for them to cover a much wider range of instances than would be possible by an individual working alone. This methodology allows students to contrast a wider range of subject matter as well as giving them the opportunity to study one instance to a much greater depth. Students will also develop their presentation skills by actively engaging with the process of developing their own presentation and through the observation of others. In both cases where this method is used, students will have engaged with a lecture programme that provides them with background to their particular area of further research as well as an exemplar of presentation skills and the delivery of information. Paper Project (KIS: practical classes and workshops) A Paper Project is one where the students, either in groups or as individuals, can encounter a real Page 7 of 23 life scenario or set of problems so that they can engage with the thought processes and theoretical knowledge base that they might employ to arrive at a solution to the problems presented. In this way tutors can design projects in such a way that the subject requires the student to employ knowledge or techniques introduced through lectures or practical demonstrations as well as requiring them to undertake further independent research. A paper project will normally require a student to undertake all the practical ‘paper’ processes required in the real world but would stop short of a fully realised practical outcome. Through this method students can gain a very real insight into their own individual problem solving process and can develop strategies for nurturing and adapting this process. It is possible, for example, for a student to engage with all the research and complex decision making that might be used to develop a game idea or an ecommerce website to the point of product development without realising the fully published and developed outcome. The student will, however produce many of the artefacts found in professional practice such as a storyline, graphic development and the collation of assets. Practical Project (KIS: practical classes and workshops) Students will engage in practical realised projects when they have had sufficient introduction to skills and routines through practical demonstrations and workshops. Students will be able to test and develop their understanding by engaging in a live scenario that has a fully realised and practical outcome. In most cases, at Level 4 and 5, students will be working with their peers engaged in practical undertakings required by the different briefs. A practical project may be one linear project that concludes in a single production or practical outcome or it may be a number of practical exercises, set by tutors, which present students with a specific set of practical problems to solve. In both cases, students will employ both their theoretical understanding of the subject matter and translate this into a practical and achievable outcome. At Level 6 a practical project will take place within the context of professional practice as a placement or externally realised undertaking. Observational Placement (KIS: practical classes and workshops) Students will be asked to engage in observational placements often in conjunction with paper projects or practical projects. In this way students will gain first-hand experience and knowledge of current professional practice and be able to use or contrast this with the development of their own practice. Such placements are intended for students to be able to observe a particular practitioner within the context of their organisation or field of operation; this does not preclude the student gaining some hands on practical experience whilst undertaking the placement however they should not do so to the detriment of their overall understanding of wider context and experience of the placement. Students may undertake such placements in groups of their peers, more likely at Level 4 or as individuals, more likely at Level 6. Work-based Learning (KIS: work based learning) The specific philosophy and rationale of the Digital Media Design programmes leads logically to the desirability of offering students opportunities to engage in work-based learning. While expected that the majority of these learning experiences will take place in ‘off-campus’ locations and involve input from professional practitioners, they are essentially managed learning experiences that have been negotiated between the student and the programme team. Through the mechanism of the Negotiated learning task, students are offered an opportunity to undertake project work within a professional working context and these learning experiences will fall within the rubric of work-based learning as set out in the University’s Distance Learning Policy guidelines1. These guidelines, in turn, are designed to reflect the QAA Code of Practice Section 9 on Work Based & Placement Learning2 within the Institutional context. The guidelines acknowledge that staff in the Faculty of Arts have many years of experience in supporting students and accepts that some Faculties have expertise and well-established procedures in place with regard to student placements. 1 Distance Learning Policy 2013-14 2 QAA Code of Practice - Section 9: Work Based & Placement Learning, September 2007 Page 8 of 23 Therefore, work-based learning activities within the programme will be supported by: A clearly articulated process for securing work-based learning placements that is approved and overseen by the Programme Leader and open to external scrutiny as part of normal quality assurance process Clear guidance on the roles and responsibilities of students, programme staff and placement hosts set out within a programme-specific work-based learning handbook to be made available on-line Clear and effective means of assessing the student learning experience with respect to workbased learning Programme-specific training provided to staff involved in the supervision and/or assessment of work-based learning activity A procedure for dealing with complaints that arise from work-based learning activities. Additional information, which complements this, is available via the Unistats ‘widget’ on the University’s individual course pages (applicable only for undergraduate programmes). 5.2 Types of assessment employed: The following formats of assessment will be employed on the course of study:Formative: Presentations Peer Assessment Viva Summative: Reflective Process Reports Design Portfolio Take Away Exams Competency Exercises Professional Portfolio The Key Information Set (KIS) Activity Type is indicated in brackets. Reflective Process Reports (KIS: Report) Students will normally be asked to submit a Reflective Process Report at the end of modules where they have engaged with the subject either at a practical level or having undertaken a scenario based project. The Reflective Process report will fall into one of two formats –Project Report and/or Research Report. Often students will have worked in teams during the undertaking. 1) The Project report is reflective in nature and seeks to explain the individual’s learning and contribution made to a team outcome. The student will be asked to write the report under a number of prescribed headings that are pertinent to the particular module. The report will be used primarily to assess the following student learning outcomes: Their ability and understanding of time and resource management Their ability to adapt their knowledge to changing circumstances Their development and implementation of facilitation strategies needed to sustain team work Their ability to understand and develop a collaborative and adaptable approach to their design practice. The contribution offered to the team by their individual research. 2) The Research Report has a similar function to that of the Project Report but is used where the student has engaged with a module that requires them to undertake the collation, assimilation and analysis of information or theory drawn from a number of different sources. The student may be working alone or in a group and is required to outline their own Page 9 of 23 approach and understanding of the subject matter that has been the focus of their research. The report is analytical in nature and the student will be asked to write the report under a number of prescribed headings that are pertinent to the particular module. The report will be used primarily to assess the following student learning outcomes: Their understanding of the importance of professionalism Their development and implementation of facilitation strategies needed to sustain performance work To develop a sound knowledge and understanding of professional standards and practices Their ability to assess and effectively manage information The Research Report echoes the processes and outcome of work that students might encounter in a professional context such as the development of a feasibility study, a business plan or a policy document. Such a report would draw together research and information to arrive at a conclusion or recommendation. The Research Report would be written using a number of generic headings that would be tailored to address the particular learning outcomes of each relevant module. (See Module Description Sheets). The Research Report will outline the following: The student’s approach to the research task and their development of research strategies The avenues of enquiry explored throughout the research process An explanation of the key sources encountered and used How the research has developed their own professional understanding The conclusions and or contradictions of the research An action plan for undertaking future research including areas of future further enquiry Their personal opinion that they have formed as a result of the work A referenced bibliography of sources Design Portfolio (KIS: portfolio) Students will be asked to collate and submit a Design Portfolio when they have undertaken a module that has a practical outcome. Normally such a module will engage the student, as an individual or within a team, in a ‘real life’ model of practice where they will be able to develop and test their understanding and competence of a number of sequential cognitive and practical skills and routines. In some circumstances a Design Portfolio may be submitted in tandem with a Reflective Process Report in order to adequately assess the student’s understanding of theory and practice. It is intended that the student will draw evidence of their understanding of theory and practice from work undertaken throughout the process of the module so that they are able to demonstrate their knowledge and understanding against a set of prescribed requirements, relevant to the module subject. The Design Portfolio will be used primarily to assess the following student learning outcomes: Their development and implementation of facilitation strategies needed to sustain collaborative working The development of constructive and adaptable approaches to project management within a collaborative context Their ability to develop research and development strategies for the development of a project design. The development of a sound knowledge and understanding of professional standards and practices The Design Portfolio echoes the development of a professional practice portfolio showing real Page 10 of 23 examples of the student’s professional skills as well as that of collating their work and that of others, into a coherent record of the process and key information relevant to a production, task or organisation. Evidence for inclusion within the Design Portfolio will be submitted using a number of generic headings that would be tailored to address the particular learning outcomes of each relevant module The Reflective Process Report will show evidence of the following: A detailed personal schedule or diary of activity undertaken throughout the module Example of communication made with other team members or outside agencies Examples of professional notation or paperwork created in the course of the module, such as client needs analysis, website planning, storyboards, project planning, budgets etc. A log of research activity undertaken in pursuance of the task including a referenced bibliography of sources A cover sheet outlining the value and relevance of each example of work submitted within the Production File Presentations (KIS: oral assessment and presentation) Students will be asked to give presentations for two specific reasons within the programmes of study. The first is within the context of critical modules that require them to investigate and learn from a range of relevant but different ‘real world’ examples of professional practice, critical debates or case studies. Such activity would normally be undertaken by small groups of students working as a team. The purpose of the presentation is to share the key information and conclusions arrived at though the process of their investigation so that the larger student body can compare and contrast their own findings with that of the presenting group. In this way students can benefit from a much wider range of examples than just that of their own focussed study. In some instances students may be asked to complete a ‘Take Away’ exam (see below) that asks students to respond to a set of presentations that they have attended. The presentation is analytical in nature and students will be asked to undertake such presentations in a prescribed format that is pertinent to the particular module, and ensure parity of information given between groups. Presentations will be used primarily to assess the following student learning outcomes: Their development and implementation of facilitation strategies needed to sustain creative work The development of constructive and adaptable approaches to the development of digital media artefacts within a collaborative context The development of a sound knowledge and understanding of professional standards and practices. The development of a critical awareness of quality and the current trends, standards and ethical debates taking place within the industry. A presentation might follow the following format: An introduction to the subject, organisation or practitioner A detailed history or background to the subject An outline of the work (oeuvre) or role of the subject A detailed explanation of the structure or process of the subject A critical analysis of the structure or process of the subject An explanation of the way in which the subject relates to the wider context of professional practice The use of relevant supporting visual information for any or all sections of the presentation Conclusions drawn from their study/observation of the subject Page 11 of 23 A written précis of their presentation as a ‘hand out’ for the audience Presentation skills are used a wide range of professional settings and the ability to give a supported oral presentation to an audience might be considered to be a key transferable skill. In their future professional roles, pertinent to the course, students might be expected to speak publicly to a client or technicians or to a group of stakeholders. It is important that they are able to present their information in a cogent, informative and interesting manner. It is in this second context that students will be asked to give an interim presentation of the development of their project work. Such presentations will a formative opportunity to give students feedback on the ideas and processes that they have adopted whilst providing a summative grade that focuses on the process and creative development of a project. These presentations will follow the format of the design brief or specification and outline the team’s specific response to each area of the brief or specification. Such presentations will develop in depth and content through the levels of the programmes and may be of a design or technical nature depending on the type of project and the makeup of the project team. Take Away Exams (KIS: written exam) The Take Away exam will be specifically used to assess the student’s understanding of the relationships, differences and/or similarities that exist between a range of professional contexts or roles. It is not intended as a test of memory but rather a test of the student’s ability to assimilate and analyse a set of information within the context of their knowledge or experience. A student would be normally expected to produce a written report or article that answers a number of specific questions related to the subject matter of the module. A student would use their own notes made at presentations or lectures and may be required to undertake some further research in order to complete the report. The Take Away Exam will be time constrained with the student being required to submit their report to a published deadline. A Take Away Exam will normally be used in conjunction with a series of presentations or lectures given by staff, students or visiting professionals. In a ‘take away exam’ students would be expected to produce a written report in response to a specific set of questions arising from presentations or lectures. They might be required to undertake some research to complete the report, operating within a set timeframe (typically 24-48 hours, depending on the topic). The team described the assessment as closer to an open book exam than a project. The assessment aims to direct students to look at ‘the big picture’, relating observation of presentations to extra research. It is seen as echoing the professional situation, such as the work of a designer who has to solve a problem by a particular deadline. The Take Away Exam will be used primarily to assess the following student learning outcomes: Their development of facilitation strategies needed to sustain design work Their understanding of the importance of professionalism To develop a sound knowledge and understanding of professional standards and practices Their ability to assess and effectively manage information The Take Away Exam echoes that of the professional context where a student might be required to undertake an investigation and analysis of a subject in relation to a number of different contexts in order to report their findings against a set of given criteria or questions. Such a report might be required, for example, to compile an audience survey, an analysis of effective marketing strategies appropriate for a particular product or the development of a policy document. The Take Away Exam report will be similar to that of the Research Report and will respond to a number of generic headings that can be adapted to suit to subject matter of a particular module. The Take Away Exam will outline the following: The student’s understanding of the relationship between the range of information given Page 12 of 23 An explanation of the key issues raised by the received information How the information has developed their own professional understanding Their personal response to a question specifically asked in relation to their analysis of the received information The conclusions drawn and/or contradictions related to the received information A referenced bibliography of additional research undertaken in response to the Exam Competency Exercises (KIS: practical skills assessment) Competency Exercises will be used by the course to assess the student’s retained knowledge and understanding of key routines and skills in relation to the use of a range of industry standard software tools. This would normally relate to skills or routines that must be undertaken in a particular sequence or which represent acknowledged examples of best professional practice. Such information is therefore critical and students need to have instant recall of it without reference to books or notes. Through the course of a module students will engage in a number of self-instructional learning packages that will allow them to develop their competence in a range of software tools at a pace that suits them. They will be required to complete and save a number of pre-defined exercises to demonstrate that they have reached the required minimum level of competence Competency Exercises will primarily assess the following student learning outcomes: Their understanding of the importance of professionalism To develop a sound knowledge and understanding of professional standards and practices Their ability to assess and effectively manage information This type of assessment is commonly used by short top up courses and further study that students may undertake in the future as part of in service training or continued development skills updating. Viva (KIS: oral assessment and presentation) The principle of an academic Viva will be used on the course in order to assess a student’s understanding of solutions to problems that they are asked to propose in response to a specific requirement of a module. Specifically this will relate to the preparation of a business plan and funding application that students will be asked to develop as part of their year two studies. Students will be taking part in a Viva type exercise which will seek to scrutinise their proposals in order to test their understanding of the considerations that went towards the formulation of the proposals and the possible implications. The Viva will primarily assess the following student learning outcomes: Their ability to assess and effectively manage information Their understanding of the importance of professionalism Their development and implementation of facilitation strategies needed to sustain performance work The Viva will echo the type of interview that might be given by a client in response to a marketing pitch or that of a major sponsor for a specific production or company. In this way students will gain real experience of justifying their proposals in a live situation, which will help them to develop a confidence to argue their case through thorough preparation and personal interrogation of their proposals. The Viva will operate in the following way: Level 5 students, in their groups, will present their business proposal to the end of year show’s Pitch your Project panel and audience. Level 6 Students will individually pitch their business ideas to the Pitch your Project Panel at the end of year show Page 13 of 23 The panel is formed of invited Entrepreneur professionals and Industry professionals who have experience working with University students. Feedback and advice is provided by the panel to the students. Level 5 and 6 students will add their feedback to their final reflective process report. Peer Assessment Peer assessment will be used as a component of formative assessment in a number of ways in order to promote an understanding of professional standards and the minimum standard of performance that they should expect from themselves and others. Peer assessment will be used when students undertake presentations and in group projects. In these instances the peer group must gain some useful and cogent knowledge for each other’s group presentation or contribution to the team process in order to undertake a successful outcome. In group presentations students will offer a different example of practice so that the overall learning experience of the module is based on the sharing/pooling of a wide range of examples and research. By having the ‘audience’ (as well as tutors) assess the quality of each presentation, the programme will seek to offer each individual an understanding of what comprises a good presentation and what they should expect from themselves and others. Assessment will be set against strict criteria that will clearly set out both the requirements of the presentation or project and what elements are being tested. Peer Assessment will primarily assess the following student learning outcomes: Understand the importance of professionalism, even under difficult circumstances Evidence a sound knowledge and understanding of professional standards and practices Evidence a key range of strong transferable skills Peer assessment is a key component of professional practice in two principle ways. A professional practitioner is always assessing the work of others in order to regenerate their own practice and to learn and adopt new ideas. In order to do this the practitioner must develop the ability to understand and formulate a set of criteria against which useful judgements or opinions may be made. The formulation of such criteria will also form the basis of self-evaluation which in turn can provide the basis for reflective practice. Peer Assessment will operate in the following ways: As Viva panels for Level 5 and 6 Pitch your Project business concepts (described above) As selected formative assessment panels drawn from across the peer group who will be asked to assess group presentations against specific criteria that will also be used by Tutors attending the presentation. As peer review critiques at specific stages within a project, when an individual student or group presents their work for feedback and constructive criticism, mirroring industry practice. Note: Peer Assessment Development Principles Research Reports Viva Professional Portfolio Oral Presentation Take-Away Exam Design Portfolio Design Principles Module and Level Competency Exercise Reflective Process Reports A practical assessment, test, exam or presentation etc. will be treated as attendance at a written exam and the University’s regulations regarding this will be observed. Level 4: Page 14 of 23 Team Processes Research Principles Website Workshops Design Projects Development Projects Project Processes Research Projects Interactive Media Workshops Design Focus Project Focus Research Focus 2D & 3D CAD Workshops Design Practice Enterprise Principles Research Practice Motion Graphics Workshops Negotiated Design Placement Major Research Project (Report Outline Sem1) Portfolio Workshops Negotiated Design Project Major Research Project (Dissertation Sem2) Enterprise Focus Level 5: Level Six: Key: = Double Module = Triple Module The interests of students with protected characteristics will be taken into consideration and reasonable adjustments to assessments will be made provided that these do not compromise academic standards as expressed through the learning outcomes. 6. QUALITY ASSURANCE AND ENHANCEMENT 6.1 Mechanisms for review and evaluation: Quality assurance and enhancement at Module Level Students provide feedback to module tutors through Module Evaluation Forms, reviews and other responses. The tutor collates the evaluation forms and produces a response for discussion at Programme Committee. The response identifies good practice and proposes remedies for any points of concern. The response is made available to students at the next running of the module. Quality assurance and enhancement at Programme Level Page 15 of 23 The Programme Committee evaluates the success of the programme, paying particular attention to student feedback and student representatives. Minutes from the Programme Committee and the External Examiners report will inform the Annual Programme Evaluation which is submitted for approval to the Faculty Academic Development Committee. Issues for attention are identified and included in the action plan for the following year. Quality assurance and enhancement at Department Level The Annual Programme Evaluation is submitted to the Department for discussion and to draw out department objectives. Quality assurance and enhancement at Faculty Level The Annual Programme Evaluation is submitted to the Faculty Academic Development Committee which has oversight of learning development in the Faculty, including via the Peer Observation of Teaching. Quality assurance and enhancement at University Level The quality of the programme is monitored by an External Examiner appointed by the University’s Senate Academic Development Committee. The External Examiner’s Report is distributed to the Vice-Chancellor, First Deputy Vice-Chancellor, Director of Academic Quality and Development, the Faculty Dean and Faculty Head of Quality. A summary of all external examiner reports is received at Senate Academic Development Committee. An annual audit of Faculties is conducted by Senate Academic Development Committee. Quality assurance and enhancement for Staff The quality of learning and teaching is supported by the Peer Observation of Teaching and Staff Development, by Staff Development and Review, by attendance at conferences and curriculumfocused staff development, by external involvement such as external examining and by involvement in research and knowledge exchange activities. 6.2 Indicators of Quality and Standards External Examiner Report(s) Annual Monitoring process Student feedback including the National Student Survey or Postgraduate Taught Experience Survey Student representation at Faculty level and University level committees Programme Revalidation Higher Education Review 7. THE REGULATORY & POLICY FRAMEWORK 7.1 The programme conforms fully with the University’s Academic Regulations for Taught Programmes 7.2 No exemptions from the Academic Regulations are required. Programme Level Attendance Regulations apply and details will appear in the Programme Handbook and on the Learning Network. 7.3 External Professional Statutory Regulatory Body Accreditation None 7.4 Engagement with UK Quality Code and Subject Benchmarks Validation and Revalidation assure the University of the Programme’s continued engagement with FHEQ and appropriate consideration of subject benchmarks. Between validations external examiners assure the University that this engagement remains active and evident. 7.5 Engagement with Work Based Learning and Placements Approved Procedures The Digital Media Design programme requires students to study a work placement in the first Page 16 of 23 semester of Level 6. The placement is determined via a Learning Agreement prepared by the student during Level 5 for their DM3003A Negotiated Design Placement module. The placements are particularly successful in helping the students make contacts within the Digital Media industry and often lead on to full time employment. Students are also able to study in Semester 1, Level 5 and Level 6 at South Oregon University through the ERASMUS programme exchange, covering modules similar to the Digital Media Design modules. Page 17 of 23 DM1100 Design Principles DM1101 Development Principles DM1102 Team Processes DM1103 Research Principles DM1108 Website Workshop DM1104 Design Projects DM1105 Development Projects DM1106 Project Processes DM1107 Research Projects DM1109 Interactive Media Workshops DM2100 Design Focus DM2102 Project Focus Page 18 of 23 Have the ability to evaluate their own work through a process of critical reflection and to be able to devise and implement contingency plans for reasonably foreseeable setbacks that might affect their ability to deliver their work. Develop a constructive and proactive relationship with colleagues involved in the technical or quality assurance process to ensure their design can be realised effectively and be able to communicate information, ideas, problems, and solutions to both specialist and non-specialist audiences. Provide detailed documentation of specifications and designs in appropriate formats to serve as a blueprint for product development and apply the methods and techniques that they have learned to review, consolidate, extend and apply their design knowledge and understanding, and to initiate and carry out design projects. Have the ability to use a wide range of market analysis and business tools to develop appropriate business plans, and be able pitch to their business plan to an audience. Have the ability to identify, evaluate and comment on the ethical issues related to the design, development and distribution of digital media products in general and in relation to their own design work with the ability to anticipate and comply with all relevant legislation concerning the content and accessibility of a digital media design artefact. Apply independent research towards a specific objective with the ability to identify, define and anticipate trends in the digital media industry and build a detailed knowledge and understanding of their design practice in relation to the development of interactive products as well as the component disciplines. Appendix 1 Grid mapping Modules to Programme/Level Learning Outcomes DM2103 Research Focus DM2108 2D & 3D Workshop DM2104 Design Practice DM2106 Enterprise Principles DM2107 Research Practice DM2109 Motion Graphics Workshop DM3100 Major Research Project DM3101 Negotiated Design Placement DM3106 Portfolio Workshops DM3103 Negotiated Design Project DM3105 Enterprise Focus Page 19 of 23 DM1100 Design Principles DM1101 Development Principles DM1102 Team Processes DM1103 Research Principles DM1108 Website Workshop DM1104 Design Projects DM1105 Development Projects DM1106 Project Processes DM1107 Research Projects DM1109 Interactive Media Workshops Page 20 of 23 An ability to evaluate their work in relation to the needs of a team in order to deliver work of an appropriate standard within the production life cycle and to present ideas clearly to gain the support of colleagues and clients Develop a broad understanding of the principles of interactive design, especially regarding usability, accessibility and interaction of images, sound, narrative, animation or other source materials in their designs. Display knowledge of a range of critical concepts, approaches, and debates affecting the design and production of digital media artefacts and be able to analyse, interpret and follow specifications or other briefs in order to develop appropriate design and technical solutions. To critically evaluate and use the range of core technologies, tools, formats and technical approaches that are available to produce digital media artefacts, demonstrating a broad understanding of the interrelationship between content, design and technology. Have a broad knowledge and understanding of the historical development of specific digital media forms including development, principles and structure of the world wide web To be able to design and produce digital media artefacts within specified parameters and constraints relating to a target platform or medium and save them in an appropriate format. LEVEL 4 (CERT HE) DM2100 Design Focus DM2102 Project Focus DM2103 Research Focus DM2108 2D & 3D Workshop DM2104 Design Practice DM2106 Enterprise Principles DM2107 Research Practice DM2109 Motion Graphics Workshop Page 21 of 23 Have the ability to give and respond constructively to feedback about creative and technical work produced by themselves and members of a team and use a range of methods to test the integrity and feasibility of their design, effectively and thoroughly prior to production. Have the ability to identify problems and consider a range of relevant design and technical parameters to find solutions, and the ability to balance the quality of the design in relation to file size, data transfer rates and other technical constraints. Have the ability to anticipate the overall life‐cycle of a project and the roles of specialists within the process in order to manage their work to fit into the required sequence and effectively document the process of a project from outline business proposals though specifications, client changes and reviews Develop and present a business case for a project including assessments of opportunity and risk and be able to analyse and identify the importance of brand value in promoting a business case Have a good knowledge and understanding of the institutions, organisations, and standards governing and guiding the digital media industry, the legal issues relating to copyright, intellectual property and ethical issues related to the design and development of digital media products including recognised industry web standards and accessibility guidelines. Demonstrate a good understanding of the aesthetic principles of graphic and interactive design, and the ability to design creative interfaces or environments that are attractive, easy to use and fit for purpose LEVEL 5 (DIP HE) DM 3100 Major Research Project DM3101 Negotiated Design Placement DM3106 Portfolio Workshops DM3103 Negotiated Design Project DM3105 Enterprise Focus Page 22 of 23 Have the ability to evaluate their own work through a process of critical reflection and to be able to devise and implement contingency plans for reasonably foreseeable setbacks that might affect their ability to deliver their work Develop a constructive and proactive relationship with colleagues involved in the technical or quality assurance process to ensure their design can be realised effectively and be able to communicate information, ideas, problems, and solutions to both specialist and non-specialist audiences. Provide detailed documentation of specifications and designs in appropriate formats to serve as a blueprint for product development and apply the methods and techniques that they have learned to review, consolidate, extend and apply their knowledge and understanding, and to initiate and carry out projects Have the ability to use a wide range of market analysis and business tools to develop appropriate business plans, and be able pitch to their business plan to an audience. Have the ability to identify, evaluate and comment on the ethical issues related to the design, development and distribution of digital media products in general and in relation to their own work with the ability to anticipate and comply with all relevant legislation concerning the content and accessibility of a digital media artefact. Apply independent research towards a specific objective with the ability to identify, define and anticipate trends in the new media industry and build a detailed knowledge and understanding of their practice in relation to the development of interactive products as well as the component disciplines. LEVEL 6 (BA HONS) LEVEL 4 Semester 1 DM1100 Week 5 Wk 6 Wee k 12 Wk 5&12 DM1101 DM1102 DM1103 Wks6-12 Wks6-12 LEVEL 4 Semester 2 DM1104 Wk2,6 &10 Wk2,6 &10 DM1105 Wk2,6 &10 Wk2,6 &10 Wk4, 8 &12 Wk4, 8 &12 Wk4,8 &12 Wk4,8 &12 DM1106 Wks 1012 Semester 1 DM2100 Week 3 DM2102 Week 6 DM2103 Wks10-12 Wk 4 Wk 12 EOYS Wks10-12 Wk 12 DM2108 LEVEL 5 Semester 2 DM2104 Week 3 Wk 4 DM2106 EOYS Pitch Group Wks 1012 Wk 6 Wk 12 Wk 12 EOYS Pitch Group Wks 10-12 Week 12 To include development work & final outcomes for all except DM2103 Week 12 Process Report for all Semester modules Week 12 To include development work & final outcomes for all except DM2107 Week 12 Process Report for all Semester modules Wk2,6 &10 Wk 12 Wk 12 Week 12 (Summative) Dissertation (Summative) Research Report (Summative) Competency Exercises (Summative) Wk 12 Wk 12 Wk 12 Wk 11 Wk 12 Wk 12 Process Report Wk 12 Semester 2 DM3100 DM3105 Wk 12 Semester 1 DM3106 DM3103 Take Away Exam Wk 11 DM3100 LEVEL 6 (Summative) Week 12 Process Report for all Semester modules Wk 12 Wk 12 DM2109 DM3101 Reflective Process Report Week 12 To include development work & final outcomes for all except DM1107 Wk 10 Wk 12 LEVEL 5 LEVEL 6 Week 12 Process Report for all Semester modules Wks 10-12 DM1109 DM2107 Week 12 To include development work & final outcomes for all except DM1103 Wk 12 DM1108 DM1107 (Summative) Design Portfolio (Formative) Peer Assessment (Formative) Project Outcome (Formative) Written Proposal (Formative) Oral Presentation / Viva APPENDIX 2 - GRID MAPPING ASSESSMENTS Wk2,6 &10 EOYS Pitch Wk 12 Week 12 EOYS Pitch Page 23 of 23 Wk 12 Process Report May 8th Wk 12