Overview

Framework:
RQF
Level:
Level 2
Unit No:
K/617/6747
Credits:
6
Guided learning hours:
48 hours

Assessment Guidance

Portfolio of evidence

Aim

The aim of this unit is for learners to investigate the purpose of sound in a range of creative media disciplines. Learners will use their research findings to undertake purposeful experimentation and apply practical skills to produce their own sound files to be used in a creative media product. They will review the use of design and technical skills in their own work and how they have met initial intentions.

Unit Learning Outcomes

1

Know how sound is used in creative media disciplines.  

Disciplines with the creative media sector; (e.g. Television, Film, Music, Radio, Print, Interactive media, Computer games, Photography, Advertising, Special FX)

Purposes of sound in creative media products; (e.g. diegetic, non-diegetic, soundtracks, sound effects, narration, commentaries, voice overs, use of silence)

Products; (e.g. information based, entertainment, advertising, promotional, educational, commercial)

Assessment Criteria

  • 1.1

    Describe the different ways in which sound is used in creative media products from a range of different creative media disciplines.


2

Be able to experiment with hardware and software, sound techniques and processes for a specific creative media product.

Experimentation; Learners will use influences from Learning Outcome 1 to try out new ideas using appropriate materials, techniques and processes.

All experimentation should be in response to the design brief.

Materials, techniques and processes; (e.g. computer, microphones, digital recorders, editing applications, sound channels, volume, layering, using existing sound files, file types for different platforms, testing, compression, recording audio, audio libraries, sound levels, filters / effects)

Meets the design brief; (e.g. initial intentions, design brief challenges and constraints, meeting deadlines). 

Assessment Criteria

  • 2.1

    Experiment with different hardware and software, testing out different techniques and processes, to identify the most appropriate approach(es) for creating sound for a specific creative media product.


3

Be able to create a sound sequence to be used in a creative media product.

Select and Apply; Learners will use their experiments in LO2 to select and apply appropriate materials, techniques and process to create a sound sequence.

Testing; (e.g. importing the sound/s file/s into the creative media product, making edits based on tests)

Assessment Criteria

  • 3.1

    Select appropriate hardware and software to create a sound sequence.

  • 3.2

    Apply appropriate materials, techniques and processes to produce a sound sequence.

  • 3.3

    Use an appropriate method to test the sound sequence in a creative media product.


4

Be able to review a sound sequence developed for use in a media product. 

Stages of production; (e.g. initial interpretations of the design brief, research, design, planning and creating the product)

Review own work; Learners will go over and examine the stages of producing their own work.

Evaluate strengths and weakness; Learners will explain (annotate, verbally discuss / present) the strengths and weakness of the use of graphic design components and how these are suitable for the product (e.g. type of product, platform, accessibility, purpose, distribution).

Improvements; Learners will outline relevant improvements (e.g. time management, skill development, techniques, use of materials, techniques and processes). 

Assessment Criteria

  • 4.1

    Describe the stages of production of the sound sequence.

  • 4.2

    Review the effectiveness of the sound sequence in media product.