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Talks and Lectures

Talks and Lectures

We have a wide selection of talks and lecturers that can be provided to schools and colleges as a taster of University life - see the list below for a sample of what is available.

Faculty of Social and Life Sciences

  • Business
  • Health, Psychology, Social Care and Society
  • Sport & Exercise Sciences

 Faculty of Arts, Science and Technology

  • Applied Science
  • Art and Design 
  • Built Environment
  • Computing
  • Computing - Gaming
  • Creative Media Technology
  • Engineering
  • Humanities
  • Theatre and Performance

Faculty of Social and Life Sciences 


Accounting and Finance

Financial Management is essential to all kinds of organisations. This interactive session will explain how to make good financial decisions through case studies and group exercises.

Business Law

An introduction to the main areas that a business must consider to ensure they are compliant in the eyes of the law. With an increase in the compensation culture and a rise in communication through channels such as social media, a small legal error can result in expensive fines and payouts for companies. Need we say more than PPI!

Financial Technology (FinTech)

FinTech (Financial Technology) is a cross-disciplinary subject that combines Finance, Technology Management and Innovation Management. It is estimated that increasing investment in the UK FinTech sector would help to create an additional 100,000 jobs in the UK by 2020. This session will introduce the latest trends of FinTech and how FinTech can help businesses to maintain their competitiveness. Last but not least, this session will also involve group work and an elevator pitch presentation.  


A session which covers market research, SWOT analysis and the 5 Ps of marketing. We will look at how the customer thinks and uses that knowledge to inform marketing decisions. 

Human Resource Management

People are a company’s most expensive resource but how can they ensure this resource is efficient? We are all human after all! Managing a workforce effectively can have massive benefits both for productivity and profit but a company must do more than simply pay the wages. This session can support specific curriculum topic areas or look at emerging trends in companies that are employing ever more sophisticated techniques to improve motivation, engagement and retention.

Tourism & Events Management

Sustainable Planning and Development

'Tourism planning and policy is, arguably, one of the most significant influences on how tourism develops' (Dredge and Jamal, 2015: p.285)

Tourism development requires considerable planning if it is to be successful and sustainable.  Academically challenging and complex to apply, sustainable planning and development is increasingly relevant to the growing tourism industry.  For many years, tourism development has received criticism for its unsustainable growth, which led to environmental contamination, disregard for local culture and displacement of local and indigenous people.  Tourism is key to many developing economies, including Wales, who rely on it to foster further grwoth and thus a desire for constant development is present within the industry.  however, whilst the importance of tourism is recognised, a concern exists among stakeholders in regards to the preservation of our natural heritage.  Thus, a desire exists to develop tourism, but in a sustainable manner.  Indeed, sustainable planning and development is so key to tourism, one of the top-ranked tourism journals focuses solely on this subject, Tourism Planning & Development.

North Wales: the adventure tourism capital of Europe

Adventure tourism is one of the fastest growing tourism subsectors with reported growth figures of 65% and a value in excess of $683 billion globally.  A trend has emerged of established tourism operators adding adventure tourism activities to their product portfolios.  The industry has undergone considerable changes, most notably the commercialisation and mass accessiblity of its activities.  North Wales has seen an explosion of adventure tourism activities over the past decade which in turn has helped establish itself as the adventure tourism capital of Europe, with major brands such as Zip World and Adventure Parc Snowdonia established.  The growth of adventure tourism is particularly due to the increased accessiblity of a wide range of adventure tourism activities.  Activities that were once reserved for highly skilled professionals with a great deal of experience ahve become increasingly available to a wider audience, now attracting famiies and young people in general.  The growth of adventure tourism in North Wales is assisting as means of local economic development, with Zip World alone directly supporting almost 500 jobs, and industry supporting over 8000 jobs.  Yet, support from government is declining, development is restricted due to protections of the environment and competing destinations are looking to catch up with North Wales.  With a local economy dependant on tourism, and adventure tourism in particular, what does the future look like for North Wales as an adventure tourism destination?  And what does this mean to North Wales as a tourism destination in general?

Developing Accessible Tourism Destinations

Accessible Tourism is 'a form of tourism [...] that enables people with access requirements [...] to function independently and with equity and dignity through the delivery of universally designed tourism products, services and environments'.  (Buhalis and Darcy, 2011: p.10)

The World Health Organisation estimates that 15% of the global population have a disability and that this number will increase to 1.2 billion by 2050.  Research shows that vacations can improve quality of life, including benefits to physical, psychological, social and spiritual wellbeing.  To achieve this, destinations play a critical role.  Depending on their levels of accessibility, destinations contribute to the type of experience delivered, with holidays consisting of considerable amoutns of work, anxiety and emotional labour for carers.  Accessible tourism strives to include all people in tourism activities and is, in the western world, linked to disability legislation, such as the Equality Act 2010 in the UK.  Whilst disability legislation provides a framework for the industry, it has yet to take into account the requirements of the wider universe which encapsulates disability, perhaps due to a loack of understanding thereof.  Recent research finds that stakeholders within destinations simply assume PwD are not interested in travelling orstereotype them as wheelchair users.  Thus, by being wheelchair accessible, the assumption seems to be the attractions are accessible to all disabilities, when in fact this demographic is incredibly dynamic and covers various types and levels of disabilities.  Thus, how do we develop destinations accessible to all?


Health, Psychology, Social Care and Society

Cognitive Psychology (suitable for 16+)

This presentation briefly describes the psychology undergraduate course before discussing cognitive psychology. It describes selective attention and attention blindness through video examples and discussion. The presentation also shows classic optical illusions and discusses how the brain processes stimuli.

Deadly Stress (suitable for 16+)

This lecture discusses stress and how it affects us mentally and physically. It looks at work by Robert Sapolski and compares stress in animals to humans and ways of coping with stress

Psychology careers (suitable for 16+)

This presentation talks through the different career options for psychology and what degrees can lead to these careers. It also gives information about psychology at WGU and life as a student at WGU.

Careers in Health and Well-being (suitable for 16+)

Introduces the merging and non-traditional career paths within the health and social care field and the programmes in the health suite which align with these.

What causes mental illness? (suitable for 16+)

An overview of different factors which can impact a person’s mental wellbeing, covering different theories of mental health and exploring how ‘mental illness’ has changed labels over time. In an interactive presentation setting, the WGU Mental Health and Wellbeing team will deliver a comprehensive overview of mental health through the ages.

Unanswered questions of Mental Health; a live Q&A (suitable for 16+)

Ever wanted to ask a question on mental health, but were too afraid to ask? Wrexham Glyndwr University presents an interactive workshop that covers mental health & wellbeing in the 21st century. This is your chance to expand your understanding of mental health, through an engaging workshop that covers all the unanswered questions you might have.

 Introduction to Public Health Sciences (suitable for 16+)

This introductory lecture explores Public Health as the art and science of preventing disease and promoting health and wellbeing. It will encourage participants to interrogate our very definitions of health and wellbeing and will prompt them to explore the many factors that underpin these.

Chronic Diseases and Public Health (suitable for 16+)

Heart attacks and strokes, chronic lung diseases such as emphysema, cancers and metabolic diseases such as diabetes pose significant challenges for our population and for our health service. While the health service goes to enormous lengths to treat and cure patients where this is possible, the role of the public health professional is to understand the causes of these diseases and to explore ways in which we can prevent illness before it occurs. This introductory lecture will explore the fundamentals of chronic diseases, and will encourage participants to think of the wider pressures and influences that underpin these diseases (smoking, poor diet, lack of exercise). We discuss the social and political factors involved that limit our efforts to improve the wellbeing of individuals and communities.

Community Wellbeing (suitable for 16+)

Does housing play a role in health and wellbeing? What about the provision of clean water, and access to good quality food? What about the role of nearby green spaces - our parks, forests, and beaches - in supporting wellbeing? What supports the health and wellbeing of a community goes far beyond the provision of GP surgeries, hospital and pharmacies, as health and wellbeing rests on multiple complex factors. This lecture introduces participants to the many ‘non-medical’ community assets that support the wellbeing of individuals and groups and will encourage people to view their community assets - the provision of good schools and libraries, to the availability and accessibility of green spaces – through a wellbeing lens.

Health across the life-course (suitable for 16+)

Health is often looked at through a ‘present’ lens. I.e. your health care professional will be concerned with the disease or illness that brought you to the surgery or hospital. However public health professionals need to concern themselves with the bigger picture. This introductory lecture will encourage students to think of health and illness in the long term, i.e. exploring health across the life course. Within the discussion, participants will be encouraged to think of the long-term consequences of poverty on health and the role of education in shaping people’s future wellbeing.

Global Health Challenges (suitable for 16+)

Avian Flu, Ebola, Polio - infectious diseases that are difficult to control by passport and immigration officers and which have been a focus of global health professionals for decades. Along with infectious diseases, Chronic disease such as heart attacks, cancers, lung disease and diabetes are rising rapidly across the globe as lower to middle-income countries adopt ‘Western’ fast food diets, and smoking habits.

In short, we live in a world where diseases do not respect political boundaries, and adopting a global view is becoming increasingly important for public health professionals. This lecture will introduce participants to the challenges of the global health professional in their increasingly demanding jobs to improve health and wellbeing across the globe.

Terrorism (suitable for 16+)

This lecture explores how terrorism in the 21st century has been re-framed as a new phenomenon.  The lecture starts with the events of 9/11 and explores how, due to this event, our understanding of what terrorism is and who commits terrorist attacks has altered. The events of 9/11 are deconstructed and there is an explanation as to why there was arguably nothing inherently new about the attacks. Furthermore, consideration is given to how this impacts wider society on a more day to day level. The lecture discusses how misunderstandings due to the dominant narrative around terrorism and terrorists can lead to Islamophobia and the very damaging effects this can have. Moreover, the lecture discusses radicalisation and argues that the radicalisation process can affect many different groups within society, not just the stereotypical Islamic community.


Sport & Exercise Sciences

Obesity and the challenges: Fat to fit (suitable for 16+)

This would look at the current obesity crisis and the issues faced by health practitioners and policy writers when trying to motivate the population into becoming more aware of the effects of obesity on health and the current crisis faced.  This mini-lecture will be interactive exploring notions of how society is set up and if this is a factor in preventing us from getting fat to fit.  The sugar levy and food environment and its impact on the population, our general habits and attitudes towards food and exercise.

Coaching Science: Integration of Sports Science into Coaching (suitable for 16+)

This lecture looks at introducing students to the four elements of coaching science and how they are integrated to inform coaching practice and the development of the performer. This is an interactive workshop to engage student learning with performance analysis. Learning through the development of physiology, psychology, performance analysis, and utilising coaching pedagogy as the communicating pathway.

Football Coaching and Football Science (suitable for 16+)

This lecture looks at introducing students to the world of football. Individuals will be provided with the opportunity to understand the coaching process in football and the application of a multi-disciplined approach. Individuals will develop an understanding of how engagement with the programme would enable them to become an effective football coach. Additionally, the participants will understand the careers and opportunities open to them as a psychologist/physiologist and performance analysis working in the sport of football. This is an interactive workshop/lecture exploring concepts in football and football science.

Practitioners Don’t Need Walls and a Ceiling to Inspire Young Children and Adults (suitable for 16+)

This lecture will introduce the possibilities for children, young people, and adults to engage in learning, play and creativity in the natural outdoor environment. There is an ever-increasing focus on our responsibility, as citizens of the UK, to consider sustainability, and maintain our natural environment for future generations. This lecture highlights how the outdoor environment helps to provide humans with sustainability in terms of health and well-being.


Faculty of Arts, Science and Technology

Applied Science

Fingerprint Workshop (suitable for all ages, 45 mins, up to 20 max per group)

Students will get a taste of the different elements involved in the examination of fingerprints. Techniques used by Forensic Scientists from the dusting and collection at the scene through to how prints are compared and matched by experts will be covered. Students will also learn more about what happens if the police take a record of your fingerprints. With plenty of hands-on work, it can get a little messy but the students will take home with them a full set of their own fingerprints to look at in more detail.

Simulated drug testing workshop (suitable for 16+, 45 mins, up to 20 max per group)

Identification of unknown substances through qualitative chemical analysis. 

Slime demonstration workshop (suitable for 11+, up to 20 max per group)

A workshop where students will be able to make slime and at the same time learn about the chemistry and physics of slime. Suitable for all ages.

Green Chemistry (suitable for 16+)

The transition from an oil-based economy to a bio-based one in order to develop a truly sustainable manufacturing industry is reliant largely upon new technologies such as green chemistry and nanotechnology. This lecture covers the 12 fundamental principles of green chemistry.

Gas Chromatography in Arson Investigations (suitable for 16+)

This session will introduce students to the technique of gas chromatography (GC) and will demonstrate the use of the technique in the investigation of suspected arson cases. Other applications of GC will be considered, along with the latest developments in the technique including fast GC and 2D GC.

The Forensic Examination of Human Remains (suitable for 16+)

An introduction to the techniques in the search, recovery and identification of human remains. The session will touch on aspects of pathology, archaeology and anthropology, and their application to contemporary and historical cases such as missing people and mass disasters.

Water for the Nation (suitable for 11+, 45 mins, up to 20 max per group)

A workshop and lecture exploring the science behind the purification techniques employed in the water industry but also how to purify water yourself as a survival tactic in the wild!  Content can be adapted for groups of different ages to suit years 7 through to 13.


Art and Design

Creating Your Portfolio for Art and Design Applicants (suitable for 16+, 45 mins, up to 8-10 per group)

A discussion of the core content that interviewees and interviewers find helpful within student port-folios and achieving the best balance of skills evidence with creative, innovative experimentation to bring to an interview.

Career Opportunities for Creative People (suitable for 16+, 45 mins, up to 8-10 per group)

A discussion regarding the role of creativity in dynamic career planning and asking how predictable career planning can be within complex society and technological change.  This incorporates the potential for creative self employment.

Who Thinks They Can Draw? (suitable for 16+, 45 mins, up to 8-10 per group)

A discussion about the communication possible through drawing and sketching as an alternative way to using words (written or spoken) and how thinking differently can be explored through visualisation.


Built Environment 

An Introduction to the Built Environment - Careers in Technology (suitable for all ages)

An introduction to the nature of the Built Environment, the roles and responsibilities of those engaged in the design and construction of buildings and infrastructure, and an exploration of the humble brick (a hands-on desk-top exercise in structural failure).



Can Machines Think? (suitable for 16+)

What does ‘artificial intelligence’ really mean?

Graphs in the Real World (suitable for 16+)

A practical introduction to graph theory.

How Hard Can It Be? (suitable for 16+)

An introduction to ‘difficult’ problems in computing.

Technocapitalism (suitable for 16+)

‘Data becomes the new gold and we’re all going to become innovators!’ How’s that going to work out?

The ‘Prof on a Train’ Game (suitable for 16+)

Can ‘big data’ and the ‘Internet of Things’ leave us with any privacy?

What Could Computers do if they Understood Human Emotions? (suitable for 16+)

This talk provides an introduction to the emerging field known as “Affective Computing”, which is concerned with how technologies might be enhanced by providing them with emotional intelligence. We broadly consider what might happen if technologies: (a) could understand human emotion; (b) could imitate human emotion, and (c) actually had their own emotions. The talk is peppered with examples from current practice and research and there is scope for interaction and lively debate as we discuss this new field of computing!

AI in Engineering Design (suitable for 16+)

This talk provides an introduction to AI driven engineering design techniques and software tool development.


Computing - Gaming

Galaxian to Guitar Hero: Computer and Video Game Sound (suitable for 16+)

This session provides an introduction to the scientific principles of sound and the way in which it is used in computer and video games to achieve realism and immersion. Media principles of sound and visuals are explored along with a discussion and demonstration of what makes sound for games different to sound for television and film. Participants will experience a wide range of sounds and music during the talk and lots of discussion. (1 to 1.5 hour presentation. Can include a sound recording workshop, which requires computers and editing software. The workshops add another 2 hours)

Playspace (suitable for all ages)

This workshop provides an introduction to Virtual Reality and Augmented Reality, 3d scanning & printing, cyber security hacking tools, and Arduino and the Internet of Things.

3D Sculpting for Video Games (suitable for 16+)

This session provides an introduction to sculpting 3D video game characters using Autodesk Mudbox. The basic tools and principles of sculpting and modelling are explored and underpinned with a demonstration and hands-on classroom activity. Participants will experience a range of tools and techniques during the session. (1-hour presentation. Will include an introduction to the software, which requires computers and the Mudbox software. The workshop adds another 2 hours). Participants are encouraged to bring a pen drive.

3D Modelling for Video Games (suitable for 16+)

This session provides an introduction to 3D Modelling for video games using Autodesk Maya. The basic tools and principles of 3D Modelling will be explored and underpinned with a demonstration and hands-on classroom activity. Participants will experience a range of tools and techniques during the session. (1-hour presentation. Will include an introduction to the software, which requires computers and the Maya software. The workshop adds another 2 hours). Participants are encouraged to bring a pen drive.


Creative Media Technology

Introduction to Sound and Music in Computer and Video Games (suitable for 11 years and over)

Most people that play (and make) computer games tend to get excited about the slick graphics and engaging gameplay they experience. However, the use of sound is often the forgotten hero of successful games. This talk examines the role that sound and music plays in computer games and how it is used to bring games to life and make us not only think, but feel, the games we play.

Introduction to the TV Studio (1hr, up to 10-12 per group)

Students will learn about how the studio works as a team environment and gain an understanding of the technology that drives it.

This is an interactive workshop where students will create a short video of a TV studio session.

Introduction to Sound Synthesis (1hr, up to 24 per group)

Students will learn what a synthesiser is, as well as the blocks that make it function.  Students will work together to build a working software-based synthesiser.

Introduction to Audio Post Production for Film and TV (1hr, up to 8 per group)

Find out more about Post Production, including dialogue replacement and Foley techniques.  Students on this workshop will create a short film and add audio to it.

Introduction to Radio Production (1hr, up to 12 per group)

Students will learn about the art of Radio Production, which will include writing scripts and recording dialogue.  Students will go on to create a short piece for radio broadcast on Calon FM.



Flight Simulator Experience (suitable for all ages, 45-60 mins, up to 20 max per group)

Car Simulator Experience (suitable for all ages, 45 mins, up to 10-15 per group) 

Fuel for the Future (suitable for all ages)

Oil will start to run out in our lifetimes. This lecture looks at the possible alternatives to fossil fuels and the opportunities available to future businesses to take advantage of the coming paradigm shift in new energy technologies. We briefly cover wind, solar, hydro and biomass energy.

Drone Technology (suitable for 16+)

Small Unmanned Aircraft (SUA) which are more commonly referred to as “Drones” are becoming increasingly popular in our society and are used in a wide range of commercial and recreational applications. The lecture discusses the state-of-the-art and tries to predict the future of drone technology in the UK

Silicon Power (suitable for 16+)

Every hour, the Sun bombards Earth with enough energy to power all human activity for an entire year. But how exactly do we convert that sunlight efficiently into electricity?

Climate Change, Without the Hot Air (suitable for all ages)

There is a lot of misinformation surrounding climate change and this lecture gets to the facts of what is really happening and, more importantly, what is causing it. We look at the science, evidence we are seeing now, possible future consequences, and how the general media interprets these issues.

Introduction to Composite Materials session (at Airbus/WGU Composite Research Centre) (suitable for 16+)

Composite materials have revolutionised engineering over the past few decades. Their low mass combined with high strength and stiffness has enabled aircraft manufacturers such as Airbus and Boeing to make their aircraft more fuel efficient and Formula 1 cars to become safer and quicker. This presentation, combined with a laboratory session at the Airbus/Glyndwr Advanced Composites Training and Development Centre will give students an understanding of how engineers can utilise these materials.




Introduction to History/Taster 
(suitable for all ages)

Introduction to a variety of topics studied on the course including Victorian crime and punishment.


Theatre and Performance

Theatre and Performance Workshop (suitable for all ages)

A range of theatre and performance demonstrations and skills, including juggling and circus skills. 


For more information, contact the recruitment team on



Wrexham Glyndwr University Open DaysOpen Evenings 2020