DIGITAL PROJECT DEVELOPMENT - 2019/0

Module code: MANM468

Module Overview

Students develop key digital skills through practical experience as well as theoretical foundation in this module which has a wider application for the Digital Economy and Entrepreneurship.

In the tutorial, students learn about the theory behind app design, development and marketing which increasingly underpins business activity in a broad segment of the economy as well as build a series of apps to re-enforce learning of key concepts. In the lectures, students develop an understanding of theory behind crowdfunding including digital marketing, crowd-building and event-planning while they re-enforce this learning by planning and managing projects for actual crowdfunding campaign.

Both projects have assignments where students develop reports which connect the theory with practice to demonstrate their critical understanding of how these key skills can influence the Digital Economy.

Module provider

Surrey Business School

Module Leader

SEARS JA Mr (SBS)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 7

JACs code: N100

Module cap (Maximum number of students): 60

Module Availability

Semester 2

Prerequisites / Co-requisites

None

Module content

Indicative content includes the following:

For tutorial, design process for apps including wire-framing and user-flow diagrams; app development theory including use of applications Swift (IoS) and Android Studio (Android); actual development of 3 - 5 apps and digital marketing theory related to techniques to make apps go viral on app store sites;

Lectures will discuss the evolution of crowd-funding over time including different types of platforms and uses; theory related to crowd-speaking and crowd-funding including context, digital-marketing techniques, crowd-building and event-planning while knowledge is re-enforced through actual crowdfunding experience where students put theory into practice.;

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework INDIVIDUAL TUTORIAL PROJECT REPORT (2000 WORDS) 30
Coursework INDIVIDUAL MAIN PROJECT REPORT (3000 WORDS) 70

Alternative Assessment

BOTH ASSIGNMENTS ARE INDIVIDUAL REPORTS. IF STUDENT FAILS EITHER ASSIGNMENT, THEN THEY REDO THE SAME ASSIGNMENT TO IMPROVE IT;

Assessment Strategy

The assessment strategy is designed to provide students with the opportunity to demonstrate their learning and meeting of the modules’ learning outcomes as well as personal reflection and practical application. The assessment strategy is summative with ongoing formative feedback and aligns with the learning outcomes. The assessment has been designed to allow students to bring together the theory taught throughout the module into a practical, realistic setting. There are two pieces of summative assessment: i) a tutorial report to reflect on key skill development and application in the context of the Digital Economy (accounting for 30% of assessment weighting), and ii) a main project report to reflect on learning by doing on the designated project developed during lectures; (accounting for 70% of assessment weighting). Thus, the summative assessment for this module consists of two pieces: A written individual assignment (2000 words) for the tutorial project and a written individual assignment (3000 words) for the designated activity developed during lectures.

Module aims

  • To equip students with a critical understanding of how the Digital Economy affects different business activities
  • To provide practical experience for students to develop digital skills
  • To enable students to critically develop digital marketing skills further
  • To develop a better understanding of business practices through an active connection with both businesses and social enterprises in the local community;

Learning outcomes

Attributes Developed
001 Critical understanding of the app development process and how it relates to the Digital Economy K
002 Demonstrate ability through practical application to design and build rudimentary apps P
003 Develop critical understanding of theory behind crowdfunding including digital marketing and analytics, crowd-building and project management; K
004 Demonstrate ability through practical application to manage the different tasks related to a crowdfunding campaign; P

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Overall student workload

Independent Study Hours: 117

Lecture Hours: 22

Tutorial Hours: 11

Methods of Teaching / Learning

The learning and teaching strategy is designed to:

Combine lectures, group discussion and workshop activities, including guest speakers. In addition to literature and research studies, the module will make use of online resources.

The learning and teaching methods include:

Lectures, seminars, class discussions and debates (33 hours).
Group project and activities;
Multimedia resources e.g. audio podcasts (used both in class and as part of guided study/class preparation)
SurreyLearn VLE (used to support learning and teaching and communication with students)
Support materials
Reading and class preparation via directed learning and independent study
Individual work
Group discussions
Designated external resources to support skill development where deemed appropriate;

In addition, those on the module teaching team are accessible throughout the semester to address and clarify questions. Office hours will be provided. Feedback given will be oral and/or written on an individual basis and summative.

Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.

Reading list

Reading list for DIGITAL PROJECT DEVELOPMENT : http://aspire.surrey.ac.uk/modules/manm468

Other information

None

Programmes this module appears in

Programme Semester Classification Qualifying conditions
Entrepreneurship & Innovation Management MSc 2 Compulsory A weighted aggregate mark of 50% is required to pass the module

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2019/0 academic year.