Artist Coaching 3 (Hartog Eysman)

Module code
M-JP-ARC3
Curricular domain
Profile, extension and depth: Community
Credits
1
Group size
One group class (4-11 students) plus one individual session
Number of course weeks
2
Class duration
1 hour
Total contact hours
2 hours
Study load
26 hours

Form / content / level

Prerequisites
Artist Coaching 2 has been completed successfully.
Competencies
C2 (click here for an explanation).
Aims
Developing professional skills.
Relation to other modules
Related to the main subject modules and Entrepreneurship.
Content
This module is intended for those who have difficulty with such issues as developing a band concept, making choices, working together, communication, sending out demos, finding the right gigs, etc.
What do you want to do in music and where do you begin? In one group lesson we discuss general issues like: What do venues and bookers find important? Should you enter a competition, and why? How does networking work ? What can you do to get noticed by the public, the press and venues? In the individual lesson we cover subjects like: exploring your 'niche' of the market; making an appealing "elevator pitch" of your project; which songs should be on your demo and in what order, making a plan with your personal goals.
Expert level.
Mode(s) of instruction
Individual and group classes.
Material
n/a
Student activity
Producing a personal plan.

Examination and assessment

Mode(s) of assessment
Assessment by the instructor at the end of the module.
Criteria
Students should have mastered the elements described under Contents.
Pass requirements
The student has completed this module if he is awarded a minimum grade of 5.5.
Examination procedure
Students are assessed at the end of the module. The assessments comprise evaluations of students' performance during the lessons and assignments.
Resit options
See the Education and Assessment Plan.

Module summary

This module is intended for those who have difficulty with such issues as developing your band's concept, making choices, working with others, communication, sending demos and finding the right performance, etc.