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:
- Reg. XXI (Postgraduate Awards) (see University Regulations)
- Module Specifications
- Summary
- Aims
- Learning outcomes
- Structure
- Progression & weighting
Programme summary
Awarding body/institution | º¬Ðß²ÝÊÓƵ |
Teaching institution (if different) | |
Owning school/department | º¬Ðß²ÝÊÓƵ 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 18:15:55 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)
Code |
Title |
Modular Weight |
LLP105 |
Media design and production |
15 |
LLP124 |
Digital Media and Creative Industries |
15 |
Optional Modules (students should select 30 credits)
Code |
Title |
Modular Weight |
LLP125 |
Design Practices in Digital Industries |
15 |
LLP116 |
Digital Media Audiences and Markets |
15 |
LLP109 |
Digital Application Development |
15 |
LLP409 |
Social Identities and Media |
15 |
Semester Two
Compulsory Module (15 credits)
Code |
Title |
Modular Weight |
LLP008 |
Collaborative Project |
15 |
Optional Modules (students should select 45 credits)
Code |
Title |
Modular Weight |
LLP106 |
Advanced 3D media environments |
15 |
LLP120 |
Gaming technologies & systems |
15 |
LLP103 |
Media Processing |
15 |
LLP108 |
Internet of Things & Applications |
15 |
LLP111 |
Cloud applications and services |
15 |
Semester Three
Compulsory Module (60 credits)
Code |
Title |
Modular Weight |
LLP503 |
Dissertation |
60 |
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.