GCSE Creative Imedia Handbook
GCSE Creative Imedia Handbook
GCSE Creative Imedia Handbook
Handbook
Examining body: OCR
Course overview:
Cambridge Nationals in Creative iMedia are media sector-focused, including film, television,
web development, gaming and animation, and have IT at their heart. They provide knowledge in
a number of key areas in this field from pre-production skills to digital animation and have a
motivating, hands-on approach to both teaching and learning. With an exciting choice of
optional units for the Certificate and students have the freedom to explore the areas of creative
media that interest them.
Qualification Aims
These qualifications will assess the application of creative media skills through their practical
use. They will provide learners with essential knowledge, transferable skills and tools to improve
their learning in other subjects with the aims of enhancing their employability when they leave
education, contributing to their personal development and future economic well-being. The
qualifications will encourage independence, creativity and awareness of the digital media sector.
The Cambridge Nationals in Creative iMedia will equip learners with a range of creative media
skills and provide opportunities to develop, in context, desirable, transferable skills such as
research, planning, and review, working with others and communicating creative concepts
effectively. Through the use of these skills, learners will ultimately be creating fit-for-purpose
creative media products. The Cambridge Nationals in Creative iMedia will also challenge all
learners, including high attaining learners, by introducing them to demanding material and
techniques; encouraging independence and creativity and providing tasks that engage with the
most taxing aspects of the National Curriculum.
The ‘hands on’ approach that will be required for both teaching and learning has strong
relevance to the way young people use the technology required in creative media. It will
underpin a highly valid approach to the assessment of their skills as is borne out by what
teachers tell us. The qualification design, including the range of units available, will allow
learners the freedom to explore the areas of creative iMedia that interest them as well as
providing good opportunities to enhance their learning in a range of curriculum areas.
Assessment:
Students will need to complete 4 units including units R081: Pre-production skills and R082:
Creating digital graphics to gain the Certificate Award. We’ve introduced external assessment.
Unit R081 contains a written paper which is set and assessed by OCR. The remaining units will
be moderated by OCR and we will provide model assignments for Units R082 to R092. Unit and
qualification results are awarded on a 7 grade scale with: Pass, Merit and Distinction at both
Levels 1 and 2, and with a new grading of Distinction* at Level 2 to inspire students to achieve
more. Students’ performance on the units will determine their grade and level.
Planning is an essential part of working in the creative and digital media sector. This unit will
enable students to understand pre-production skills and techniques used in the sector, as well
as gain the knowledge and skills to create digital media products and explore their application.
It will also develop their understanding of the client brief, time frames, deadlines and preparation
techniques that form part of the planning and creation process.
Content includes:
● Understanding the purpose and content of pre-production
● Being able to plan pre-production
● Being able to produce and review pre-production documents
Unit R081: Pre-production skills Learning Outcome (LO) Content
● storyboards, i.e.
- number of scenes
- scene content
- timings
- camera shots (e.g. close up, mid, long)
- camera angles (e.g. over the shoulder,
- low angle, aerial)
● scripts, i.e.
- set or location for the scene
- direction (e.g. what happens in the scene, interaction)
- shot type
- camera movement
- sounds (e.g. for actions or events)
- characters
- dialogue (e.g. intonation, loudness, emotion)
- formatting and layout
LO2: Be able to plan pre-production
How to conduct and analyse research for a creative digital media product, i.e.
● using primary sources
● using secondary sources
The importance of identifying the target audience and how they can be categorised, i.e.
● gender
● age
● ethnicity
● income
● location
● accessibility
● Analyse a script (e.g. scenes/locations, characters, resources and equipment needed)
● The properties and limitations of file formats for still images
● The properties and limitations of file formats for audio
● The properties and limitations of file formats for moving images, i.e.
- video
- animation
● Review a pre-production document (e.g. for format, style, clarity, suitability of content
for the client and target audience)
● Identify areas for improvement in a pre-production document Assessment guidance
● During the external assessment, learners will be expected to demonstrate their
understanding through questions that require the skills of analysis and evaluation in
particular contexts.
Digital graphics feature in many areas of our lives, and play a very important part in today’s
world. The digital media sector relies heavily on these visual stimulants within products to
communicate messages effectively. The aim of this unit is for students to understand the basics
of digital graphics editing for the creative and digital media sector. This unit builds on Unit R081.
Content includes:
● Understanding the purpose and properties of digital graphics and knowing where and
how they are used
● Being able to plan the creation of a digital graphic
● Having the knowledge to create new digital graphics, using a range of editing
techniques
● Being able to review a digital graphic against a specific brief LO1: Understand the
purpose and properties of digital graphics Learners must be taught:
● Why digital graphics are used (e.g. to entertain, to inform, to advertise, to promote, to
educate)
● How digital graphics are used (e.g. magazine covers, CD/DVD covers, adverts, web
images and graphics, multimedia products, games)
● The properties of digital graphics and their suitability for use in creating images, i.e.
- pixel dimensions
- dpi resolution
● Quality
● Compression Settings
● How different purposes and audiences influence the design and layout of digital
graphics (e.g. the use of colour, composition, white space and styles).
LO2: Be able to plan the creation of a digital graphic
● Interpret client requirements for a digital graphic based on a specific brief (e.g. by client
discussion, reviewing a written brief, or specification)
● Understand target audience requirements for a digital graphic
Produce a work plan for an original graphics creation; to include:
● tasks
● activities
● workflow
● timescales
● resources
● milestones
● contingencies
● Produce a visualisation diagram for a digital graphic
● Identify the assets needed to create a digital graphic (e.g. photographs, scanned
images, library images, graphics, logos)
● Identify the resources needed to create a digital graphic (e.g. digital camera, internet,
scanner, computer system and software)
● How legislation (e.g. copyright, trademarks, logos, intellectual property use,
permissions and implications of use) applies to images used in digital graphics,
whether sourced or created
● Source assets identified for use in a digital graphic, i.e.
- images
- graphics
● Create assets identified for use in a digital graphic, i.e.
- images
- graphics
● Ensure the technical compatibility of assets with the final graphic (e.g. pixel
dimensions, dpi resolution)
● Create a digital graphic using a range of tools and techniques within the image editing
software application (e.g. cropping, rotating, brightness, contrast, colour adjustment)
● Save a digital graphic in a format appropriate to the software being used
● How to use version control when creating a digital graphic.
If learners have already completed unit R081 they will have been taught skills contained in this
unit, which can be applied and assessed in context further in R082
Comic strips are as popular today as ever. They have evolved from their origins in the early part
of the 20th century as simple story strips, to become whole genres of interest that span the
entire world. Through this unit, students will explore different genres of comic strip and the
basics of comic strip creation. This unit builds on Units R081 and R082.
Content includes:
● Understanding comic strips and their creation
● Being able to plan and produce a multi-page comic strip
● Developing the knowledge to review the final multi-page comic strip against a specific
brief
Creating a multi-page website is featured widely in everyday life and in the creative and digital
media sector. They are used in computer games, mobile phone applications, presentations and
many other areas.
Through this unit, students will explore the basics of Creating a Multi-page Website for the
creative and digital media sector. They will learn where and why interactive multimedia is used
and what features are needed for a given purpose. This unit builds on Units R081 and R082.
Content includes:
● Understanding the purposes, uses and properties of Creating a multi-page Website
● Being able to plan and create Creating a Multi-page Website to a client’s requirements
● Being able to review Creating a Multi-page Website, identifying areas for improvement
To prepare to create the multi-page website, Students will need to investigate the properties and
features of existing multi-page websites.
Students need to organise time and resources so that students can design the multi-page
website.
Students will need to produce the multi-page website using a range of assets, tools and
techniques to ensure that it is suitable for the client and the target audience.
Obtaining assets for use in the multi-page website. Students will need to:
● obtain and store the assets identified in their planning
● check the properties of the assets to ensure that they are suitable for use in the
multi-page website. Properties of assets which are not suitable should be modified.
Students need to assess whether the multi-page website for the eco fest meets the client’s
requirements.
“The video games and visual effects industries play to the UK’s twin strengths in creativity and
technology. British ingenuity has given us a head start in two sectors that have rapidly become
ubiquitous in our lives, from mobile phone games to 3D film blockbusters. At over
£2 billion in global sales, the UK’s video games sector is bigger than either its film or music
industries, and visual effects, the fastest growing component of the UK’s film industry, grew at
an explosive 16.8 per cent between 2006 and 2008”
(The Next Gen Report 2010)
Progression
Level 2 Creative iMedia can lead to further study of the subject, i.e. A-level ICT, Level 3
Creative iMedia. Study of Multimedia Computing can eventually lead to employment in Web
Design, Digital Media Development, Video Games Design and many other fields.
Rules and Expectations in Creative iMedia
1. Spend at least 60-90 minutes per week on Independent Learning
2. In addition to IL tasks set, spend about 20 minutes every week revising by practicing
software skills
4. When you experience difficulty with a topic or particular skill, seek help straight away
5. See staff in advance if you are unable to attend a lesson and ask for lesson resources to be
emailed to you.
6. Catch up on work missed through illness using the lesson presentations.
7. Do not be afraid to experiment with software. The best users of technologies are those who
take risks with it.
9. If you are below target, ensure that you know exactly what to do to get back on track. Feel
free to email:
Mr Hussein
[email protected]
Mr O’Brien
[email protected]
Prior Learning
Learners who are taking courses leading to any of these qualifications should normally have
followed a corresponding Key Stage 3 Programme of Study in ICT within the National
Curriculum.
There is no requirement for learners to achieve any specific qualifications prior to undertaking
these qualifications
Access: The ability of media consumers to produce their own texts and to have those texts
acknowledged by the agenda setting media. Also, the ability of media consumers to respond to
the dominant media.
Agenda setting: The ability of the media to tell people what and whom to talk and think about.
Also refers to those media that have more credibility than their competition.
Analog: Media software which has a physical quality and presence.
Audience: The group of consumers for whom the media text was constructed as well as
anyone else who is exposed to the text.
Branding: The process by which a commodity in the marketplace is known primarily for the
image it projects rather than any actual quality.
Censorship: The practice of suppressing a text or part of a text that is considered objectionable
according to certain standards.
Construct or Construction: The process by which a media text is shaped and given meaning
through a process that is subject to a variety of decisions and is designed to keep the audience
interested in the text.
Consumers: The audience for whom a commercial media text is constructed and who responds
to the text with commercial activity.
Critical: A reflective position on the meaning, biases or value messages of a text.
Critical Viewing: The ability to use critical thinking skills to view, question, analyze and
understand issues presented overtly and covertly in movies, videos, television and other visual
media.
Cut: An edited transition between two images in which one image is immediately replaced by
another.
Digital: The storage and transmission of information by reducing it to digits and then
reassembling it for an exact reproduction.
Docudrama: A filmed dramatization based on fact that combines documentary and fictional
elements. In the production process, "based on" allows the creators of the text wide creative
latitude and a docudrama is, at best, a skillful representation of a real person or event.
Dominant: When a text is read by the audience in a way that is intended by the creators of the
text.
Flak: An organized attempt to influence media content, which can take the form of letters,
phone calls, petitions, lawsuits and legislation.
Genre: A category of media texts characterized by a particular style, form or content.
Hardware: The physical equipment used to produce, distribute and exhibit media texts.
Industry: The agencies and institutions involved with the production of media texts. The term is
also used in a more restrictive sense to describe the commercial production of media texts for
the purpose of making a profit.
Intertextuality: When a media text makes reference to another text that, on the surface,
appears to be unique and distinct.
Jolts: Moments in a media text that are generated by a broad comedy, a violent act, movement
within a frame, a loud noise, rapid editing, a profanity or a sexually explicit representation, all of
which are calculated to engage an audience's excitement.
Marketing: The way in which a product or media text is sold to a target audience.
Mass Media: Mass media refers to those media that are designed to be consumed by large
audiences through the agencies of technology.
Media Education: Traditionally, it's the process by which one learns the technical production
skills associated with creating media texts. More recently, it has also included the intellectual
processes of critical consumption or deconstruction of texts.
Media Literacy: The process of understanding and using the mass media in an assertive and
non-passive way. This includes an informed and critical understanding of the nature of the
media, the techniques used by them and the impact of these techniques.
Medium: The singular form of media, the term usually describes individual forms such as radio,
television, film, etc.
Media: The plural form of medium; the term has come to mean all the industrial forms of mass
communication combined.
Monopoly: Any commercial process in which one seller controls prices and supply of a product.
Narrative: How the plot or story is told. In a media text, narrative is the coherent sequencing of
events across time and space.
Negotiate: The process of give and take by which members of the audience interpret,
deconstruct and find meaning within a media text.
Oppositional: A critical position that is in opposition to the values and ideology intended by the
creators of a media text, usually the dominant reading of a text.
Prime Time: That part of a radio or television schedule expected to attract the largest audience.
Production: The industrial process of creating media texts as well as the people who are
engaged in this process.
Production Values: Describes the quality of a media production proportional to the money and
technology expended on the text.
Product Placement: The process by which manufacturers or advertisers pay a fee in order for
branded products to be prominently displayed in a movie, TV show or other media production.
Propaganda: Any media text whose primary purpose is to openly persuade an audience of the
validity of a particular point of view.
Software: The programs written for computers or the media texts that can be played on them.
Studio System: The factory-like production system in Hollywood by which movies were made
from about 1925 to 1955.
Synergy: The combination of two separate media texts or products that share similar
characteristics so that one helps market the other.
Technology: The machinery, tools and materials required to produce a media text. In media
literacy terms, technology greatly impacts upon the construction and connotation of a text.
Text: The individual results of media production: a movie, a TV episode, a book, an issue of a
magazine or newspaper, an advertisement, an album, etc.
Transparency: The quality of a media text by which it appears to be natural rather than
constructed.
Vertical Integration: The process by which a media company acquires another elsewhere in
the production process.
Virtual: Something which is a representation rather than the real thing. In advertising, the word
"virtually" means "almost."
Word-of-mouth: Informal way in which media products become known by audiences.
World Wide Web: The World Wide Web is the network of pages of images, texts and sounds
on the Internet which can be viewed using browser software.