Loughborough University
Leicestershire, UK
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Loughborough University

Programme Specifications

Programme Specification

MSc Digital Creative Media (2017 entry)

Academic Year: 2017/18

This specification provides a concise summary of the main features of the programme and the learning outcomes that a typical student might reasonably be expected to achieve and demonstrate if full advantage is taken of the learning opportunities that are provided.

This specification applies to delivery of the programme in the Academic Year indicated above. Prospective students reviewing this information for a later year of study should be aware that these details are subject to change as outlined in our Terms and Conditions of Study.

This specification should be read in conjunction with:

  • Summary
  • Aims
  • Learning outcomes
  • Structure
  • Progression & weighting

Programme summary

Awarding body/institution Loughborough University
Teaching institution (if different)
Owning school/department Loughborough University in London
Details of accreditation by a professional/statutory body
Final award MSc
Programme title Digital Creative Media
Programme code LLPT01/LLPT11
Length of programme 1 year up to 4 years. Consult the programme director for advice.
UCAS code N/a
Admissions criteria

http://www.lboro.ac.uk/study/postgraduate/programmes/taught/digital-creative-media/

Date at which the programme specification was published Wed, 12 Jul 2017 14:26:57 BST

1. Programme Aims

This course aims to:

  • Develop students' knowledge and expertise in a range of digital creative media topics through practical application analysing and evaluating problems and responding to challenges in real time
  • Develop students' critical thinking to assess the design, development, evaluation and implementation of creative media applications which are growing in popularity including smart phone applications in response to addressing real world problems/opportunities
  • Develop students' critical thinking to assess creative media applications through user interaction techniques, human perception and quality of users' experience assessment methods
  • Use action-based learning to provide individuals and teams with employment skills essential to the digital creative media and technology industries

2. Relevant subject benchmark statements and other external and internal reference points used to inform programme outcomes:

  •  UK Quality Code for Higher Education, The Quality Assurance Agency for Higher Education, April 2012, especially Part A: Setting and maintaining academic standards:
    • The Frameworks for Higher Education Qualifications in England, Wales and Northern Ireland (FHEQ), the QAA, August 2008
    • Master's Degree Characteristics, the QAA, March 2010
    • The Higher Education Credit Framework for England, the QAA, August 2008
  • The Quality Code, Part B: Assuring and enhancing academic quality
    • Chapter B1: Programme Design, Development and Approval
    • Chapter B3: Learning and Teaching
    • Chapter B4: Enabling student development and achievement
    • Chapter B6: Assessment of students      
  • Master's Degree Subject Benchmark for Engineering, the QAA, 2015
  • UK Standard for Professional Engineering Competence: The Accred        tion of Higher Education Programmes, Engineering Council UK, 3rd Edition 2014
  • UK Standard for Professional Engineering Competence: Engineering Technician, Incorporated Engineer and Chartered Engineer Standard, Engineering Council UK, 2013.
  • Proposals for National Arrangements for the Use of Academic Credit in Higher Education in England: Final Report of the Burgess Group, December 2006.
  • The Northern Ireland Credit Accumulation and Transfer System (NICATS): Principles and Guidelines, 2002.

3. Programme Learning Outcomes

3.1 Knowledge and Understanding

On successful completion of this programme, students should be able to demonstrate a thorough knowledge and systematic understanding of... 

K1 creative media context and practices

K2 gaming technologies, 3D media processing and users' perception evaluation, user interaction techniques

K3 creative media applications including smart phone applications

K4 Demonstrate intended learning outcomes of a complementary subject as this will help students appreciate how such study deepens knowledge and understanding of the influence of Digital Technologies

3.2 Skills and other attributes

a. Subject-specific cognitive skills:

C1 understand how to design and develop new creative media applications

C2 critically evaluate user interaction techniques with human perception and perform quality of user experience assessments for various creative media applications

C3 exploit knowledge to propose advanced applications for a variety of domains and users in creative media context and practices

C4 optimise the digital creative media chain for the highest quality of user experience

b. Subject-specific practical skills:

P1 use their deep analytical skills in digital creative media applications development

P2 demonstrate skills in 3D creative media and studio environments, gaming technologies, and 3D media processing

P3 devise techniques and methodologies to assess users' experience and interaction

P4 think laterally and originally to create innovative and practical creative media applications

c. Key transferable skills:

On successful completion of this programme, students should be able to...

T1 communicate their work via technological platforms

T2 demonstrate a high degree of subject knowledge that would support a wide research field in digital creative media and their application areas

T3 competently lead digital creative media applications development projects on the basis of the deep technical and  project management  skills they have acquired from the programme                                                   ·

 T4  demonstrate  aptitude  for  generating  new  ideas  and concepts

4. Programme structure

Code

Title

Modular Weight

Semester

C/0

LLP008

Collaborative Project

15

1-2

C

N/A*

Second subject module

15

1

C

LLP105

Media Design and production

15

1

C

LLP402

Media & Creative Industries: Contexts and Practices

15

1

C

LLP106~

Advanced 3D media environments

15

2

O

LLP120~

Gaming technologies & systems

15

2

O

LLP103~

Media  Processing  and Coding

15

2

O

 

 

 

 

 

LLP108~

Internet of Things & Applications

15

2

O

LLP109~

Introduction to programming and Matlab

15

2

O

LLP111~

Media cloud applications and services

15

2

O

LLP404~

Creative Industries in a Global Perspective

15

2

O

LLP501

Dissertation

60

2

C

~Students must choose and complete 4 of the 7 optional modules to complete the MSc. Digital Creative Media. 

*Students will pick a second subject from the list of nominated second subject modules (below) offered by the other LU LON Institutes in the first semester: 

Second Subject Modules: 

Code

Title

Modular Weight

Semester

C/0

LLP002

Design Thinking

15

1

O

LLP207

Principals of Entrepreneurship and Innovation

15

1

O

 

 

 

 

 

LLP231

Introduction to Diplomacy

15

1

O

LLP314

Sport Media and Marketing

15.

1

O

LLP415

The Key Topics in Media and Creative Industries

15

1

O

5. Criteria for Progression and Degree Award

In order to progress be eligible for the award, candidates requirements of regulation XXI. 

All modules available in the Special Assessment Period (SAP) unless specified in the Module Specification.

6. Relative Weighting of Parts of the Programme for the Purposes of Final Degree Classification

Not applicable.

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