DIGITAL PROJECT DEVELOPMENT - 2020/1
Module code: MANM468
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.
In the tutorial, students learn about the theory behind digital product development including design, build and marketing which increasingly underpins business activity in a broad segment of the economy. In the lectures, students develop an understanding of theory behind a key digital business activity such as crowdfunding which includes digital marketing, crowd-building and event-planning while learning is re-enforced by planning and managing actual project related to theory.
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.
Surrey Business School
SEARS James (SBS)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 7
JACs code: N100
Module cap (Maximum number of students): 60
Prerequisites / Co-requisites
Indicative content includes the following:
For tutorial, digital product design process is discussed in detail to support digital product development as well as digital marketing related to the digital product;
Lectures will discuss the theory behind a key digital technology such as crowdfunding looking at industry and technical context in order to support the delivery of a project based on the digital technology so that students can reflect on how theory works in practice;
|Assessment type||Unit of assessment||Weighting|
|Coursework||INDIVIDUAL TUTORIAL PROJECT REPORT (2000 WORDS)||30|
|Coursework||GROUP PROJECT REPORT (3000 WORDS)||70|
BOTH ASSIGNMENTS ARE INDIVIDUAL REPORTS. IF STUDENT FAILS EITHER ASSIGNMENT, THEN THEY REDO THE SAME ASSIGNMENT TO IMPROVE IT;
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 group assignment (3000 words) for the designated activity developed during lectures.
- 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 businesses and the local community;
|001||Critical understanding of digital product development process and how it relates to the Digital Economy||K|
|002||Demonstrate ability through practical application to design and build rudimentary digital products||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 employability||P|
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)
Reading and class preparation via directed learning and independent study
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 for DIGITAL PROJECT DEVELOPMENT : http://aspire.surrey.ac.uk/modules/manm468
Programmes this module appears in
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 2020/1 academic year.