This is a GCSE course that allows students to develop a critical and investigative approach to films, the film industry and film audiences. Students will come into contact with a variety of film texts and analyse them from a critical viewpoint recognising technical, aesthetic and cultural aspects. It will also consider the production, distribution and exhibition aspects of the Film Industry.

Students then move on in each case to produce their own portfolio of industry-based coursework.

GCSE Assessment by Coursework and Examination

  • Examination: WJEC (50%)
    Each candidate will complete two examinations. The first exam, Exploring Film (1.5hr) is worth 30% and is based around the set genre which will be superhero films. The second exam, Exploring Films outside Hollywood (1hr), is worth 20% and is based around a chosen film text that will be studied in detail in the year.
  • Coursework: (50%)
    The coursework comprises of two main items: a film exploration (two tasks) and a production (four tasks).

    • 1: Exploring a film of the candidate's choice - two tasks (15%)
      An exploration of a film of a candidate's choice consisting of (i) industry research (350-500 words) and (ii) a micro analysis of a short extract from the film (350-750 words).
    • 2: Production - four tasks (35%)
      Candidates create (i) a pitch for an imaginary film (approximately 150 words), use the created pitch to form the basis of (ii) a preproduction (chosen from a list of options) and (iii) a final production (chosen from a list of options). They then complete (iv) a brief evaluative analysis of the final production.
    • Practical assignment A (Print or web-based/new media) - Mock-up design for a magazine article or a web page promoting a band or artiste.
    • Practical Assignment B (Audio-Visual media) - Devise a storyboard for a music video promoting the same band or artiste.

Inventiveness and willingness to participate and experiment will be essential for all students.

Students must be prepared to work with others developing negotiating skills as they engage in teamwork as well as working individually. They must also be open to exploring films from genres outside of Hollywood and demonstrate a willingness to contribute ideas to class discussions.

This is an invaluable precursor to AS and A2 Film or Media work in the Sixth Form.

Why Film Studies?
Film is widely acknowledged as the major art form of the 20th century and today film continues to be an important part of most people's cultural experience. This course will build upon students' own experience of film as consumers and creators. It will start by examining familiar mainstream films and then progress to allow students to study films outside of their own immediate culture and experience. It will allow students to consider the importance of visual representation in today's global society and the place film has in communicating ideas, attitudes and cultural beliefs, both now and in the past.

You will be encouraged to:

  • Develop your interest and enjoyment of film in its national and global contexts and begin to develop an appreciation of cultural diversity through the close study of a wide range of films
  • Develop a critical and investigative approach to films, the film industry and film audiences
  • Study patterns of similarity and difference across a range of films
  • Recognise the ways in which films represent people, places, ideas, issues and events to different audiences
  • Recognise the ways in which film technologies shape film productions
  • Recognise and explore the creative possibilities of film and film products
  • Engage with aesthetic, technical, economic, ethical and moral issues as they arise in their study of film, film audiences and the film industry.

Completing a GCSE in Film Studies can lead to further study of the film and media industries, either at AS/A2 Level Media or AS/A2 Film Studies (both of which contain both theory and a lot of practical elements) and will equip you with many of the skills required for a career in all areas of the media as well as other creative industries, such as computer games, marketing and PR.

For more information, see Mr Gunn.