Loughborough University
Leicestershire, UK
LE11 3TU
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Loughborough University

Programme Specifications

Programme Specification

MSc Digital Creative Media

Academic Year: 2020/21

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

MSc Full time: http://www.lboro.ac.uk/LLPT01

MSc Part time: http://www.lboro.ac.uk/LLPT11

Date at which the programme specification was published Thu, 25 Jun 2020 17:15:55 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 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 digial creative media industries

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

K3 digital 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 digital creative media applications

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

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

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 digital 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


Semester One

Compulsory Modules (30 credits)



Modular Weight


Media design and production



Digital Media and Creative Industries


Optional Modules (students should select 30 credits)



Modular Weight


Design Practices in Digital Industries



Digital Media Audiences and Markets



Digital Application Development



Social Identities and Media


Semester Two

Compulsory Module (15 credits)



Modular Weight


Collaborative Project


Optional Modules (students should select 45 credits)



Modular Weight


Advanced 3D media environments



Gaming technologies & systems



Media Processing



Internet of Things & Applications



Cloud applications and services


Semester Three

Compulsory Module (60 credits)



Modular Weight




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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