Module Details

Module Code: MMED M7005
Full Title: Entrepreneurship for Digital Industries
Valid From:: Semester 1 - 2020/21 ( September 2020 )
Language of Instruction:English
Duration: 1 Semester
Credits:: 5
Module Owner:: Adele Commins
Departments: Unknown
Module Description: Students completing this module will have an understanding of key concepts of entrepreneurship and the practice of entrepreneurship in the creative Industries. They will have considered entrepreneurship in terms of new venture creation, 'being enterprising' and career development. Students will follow a design thinking process (problem-solving, ideation, testing) and business strategies (to market and commercialise) for new venture creation.
 
Module Learning Outcome
On successful completion of this module the learner will be able to:
# Module Learning Outcome Description
MLO1 Identify the key skills and abilities necessary for successful entrepreneurship.
MLO2 Evaluate the prospect of entrepreneurship as a viable career option within the creative media sector.
MLO3 Assess an idea for a potential new venture following a design thinking approach.
MLO4 Create a business plan for a new creative venture.
Pre-requisite learning
Module Recommendations
This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named DkIT module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).
No recommendations listed
 
Module Indicative Content
Key Theories on the Entrepreneur
Key traits and characteristics of the entrepreneur (psychological, social/demographic, behavioural). Creativity and entrepreneurship - shared competencies? Entrepreneurship as a way of sustaining creative practice. Emotional intelligence (EQ) and leadership.
Entrepreneurship in the Creative Industries
Creatives practitioners as Entrepreneurs. Case studies; national and international. Overview and breakdown of creative industries (mapping). Key challenges and future trends in the sector. Creative capital & clusters. New funding opportunities.
Social Entrepreneurship & Business ethics
Ethical business practices, sustainability, measuring impact and adding value. Alternative business models. Case studies and support bodies.
Design Thinking
Creativity, innovation and entrepreneurship. Convergent and divergent thinking. Understanding creativity and its link to entrepreneurship. Following a design development process: Empathise (observe and understand), Ideate (ideas generation and screening), Prototype, Test & reiterate.
Marketing and Business Planning
Market analysis. Market position, planning and promotions. Definitions of key business terms. Blueprint Modelling of operations. Legal protection (IP) and licensing opportunities. Funding opportunities.
Module Assessment
Assessment Breakdown%
Course Work100.00%
Module Special Regulation
 

Assessments

Full Time On Campus

Course Work
Assessment Type Written Report % of Total Mark 25
Marks Out Of 0 Pass Mark 0
Timing Week 7 Learning Outcome 1,2
Duration in minutes 0
Assessment Description
Case Study / interview with entrepreneur
Assessment Type Continuous Assessment % of Total Mark 15
Marks Out Of 0 Pass Mark 0
Timing Week 9 Learning Outcome 1,2
Duration in minutes 0
Assessment Description
Students undertake a practical assignment, and afterwards reflect upon and disseminate their entrepreneurial mindset, attitude, and personal qualities.
Assessment Type Written Report % of Total Mark 60
Marks Out Of 0 Pass Mark 0
Timing Week 13 Learning Outcome 1,2,3,4
Duration in minutes 0
Assessment Description
Business Plan for new venture idea with accompanying materials.
No Project
No Practical
No Final Examination
Reassessment Requirement
A repeat examination
Reassessment of this module will consist of a repeat examination. It is possible that there will also be a requirement to be reassessed in a coursework element.

DKIT reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time On Campus
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact No Description Every Week 1.00 1
Directed Reading Non Contact No Description Every Week 1.00 1
Independent Study Non Contact No Description Every Week 3.00 3
Tutorial Contact No Description Every Week 3.00 3
Total Weekly Learner Workload 8.00
Total Weekly Contact Hours 4.00
Workload: Part Time On Campus
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Directed Reading Non Contact No Description Every Week 1.00 1
Independent Study Non Contact No Description Every Week 3.00 3
Tutorial Contact No Description Every Week 3.00 3
Lecture Contact Lectures on theory Every Week 1.00 1
Total Weekly Learner Workload 8.00
Total Weekly Contact Hours 4.00
 
Module Resources
Recommended Book Resources
  • Lazzeretti, Luciana. (2018), Creative Industries and Entrepreneurship: Paradigms in Transition from a Global Perspective, Edward Elgar Publishing Ltd.
  • Khaire, Mukti. (2017), Culture and Commerce: The Value of Entrepreneurship in Creative Industries., Stanford Business Books.
  • Taylor, Jeffrey. (2017), Visual Arts Management (Mastering Management in the Creative and Cultural Industries), Routledge.
  • Innerhofer, Elisa; Pechlaner, Harald; Borin, Elena. (2017), Entrepreneurship in Culture and Creative Industries: Perspectives from Companies and Regions (FGF Studies in Small Business and Entrepreneurship), Springer.
  • S. Bridge and K. O'Neill. (2012), Understanding Enterprise: Entrepreneurship and Small Business, Palgrave Macmillan.
  • Adrian Shaughnessy. (2010), How to be a Graphic Designer without losing your soul, Princeton Architectural Pres.
  • Tim Brown. (2009), Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, HarperBusiness.
  • Alexander Osterwalder and Yves Pigneur. (2010), Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers, John Wiley & Sons, UK.
Supplementary Book Resources
  • Colette Henry and Anne de Bruin. (2011), Entrepreneurship And The Creative Economy, Process, Practice and Policy, Edward Elgar.
  • Jeanne Liedtka, Andrew King and Kevin Bennett. (2013), Solving Problems with Design Thinking: Ten Stories of What Works, Columbia University.
  • Gijs van Wulfen. (2013), The Innovation Expedition: A Visual Toolkit to Start Innovation, BIS Publishers.
  • Davies, R. and Sigthorsson, G.. (2013), The Creative Industries, 1. SAGE Publications Ltd., UK.
  • Bernard O'Hara. (2011), Entrepreneurship in Ireland, Gill & MacMillan.
  • Idris Mootee. (2013), Design Thinking for Strategic Innovation: What They Can't Teach You at Business or Design School,, Wiley.
  • Roger Martin. (2009), The Design of Business: Why Design Thinking is the Next Competitive Advantage, 3. Harvard Business Review Press.
Recommended Article/Paper Resources
  • NESTA. (2012), Getting off the Ground : How to go about setting up a creative business, Creative Enterprise Toolkit.
  • Irish Film Board. (2008), Creative Capital: Building Ireland's AV Creative Community.
  • World Intellectual Property Organisation (WIPO). What is Intellectual Property?.
  • Ronald H. Humphrey. (2013), The Benefits of Emotional Intelligence and Empathy to Entrepreneurship, De Gruyter, Special Issue – A New Business Model: The Emotional Dimension of Organizations.
Supplementary Article/Paper Resources
  • Francess McDonnell. (2013), Pursuing a vision for creative industries, Irish Times, March 5, 2013.
  • Forfas. (2006), International Digital Media Industry: Implications for Ireland, July 2006.
Other Resources