Overview

Framework:
RQF
Level:
Level 2
Unit No:
L/650/7843
Credits:
6
Guided learning hours:
48 hours

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.