Navigate your way through the digital landscape with this exciting Digital Media BA degree. Combining professional practice and theory, the course is designed to prepare you for a career in the growing digital media sector. You’ll develop highly sought after technical, production and marketing skills to initiate, design, produce and manage digital projects.
In the most recent Destinations of Leavers from Higher Education (DLHE) survey, 100% of all 2017 graduates from this course were in work or further study within six months.
This digital media degree will give you the practical skills and knowledge needed to succeed in the growing and ever changing digital sector, allowing you to develop expertise in design, production, marketing and management.
We’ll prepare you to critically engage with current trends in digital media design and production, develop practical, industry-valued skills on professional-standard equipment and expand your capacity for creativity and innovation. We provide the latest versions of industry standard digital imaging, web, mobile and web design, video post-production, scripting and 3D animation software.
From design concept to production you'll learn how to create a variety of media projects and produce a personal portfolio of work to showcase your skills to potential employers.
London has the most diverse and fastest growing technology sector in the UK and is the ideal place to study digital media.
Additionally, guest lectures from industry professionals, visits and work placements provide you with great networking opportunities.
Studying at London Met also allows you to engage and collaborate with students and practitioners from other areas of creative practice through projects and events.
The School of Computing and Digital Media are members of The Independent Games Developers Association (TIGA), enhancing the teaching of the video game-related modules in particular.
You'll be assessed via individual and group projects, presentations, written reports, essays and a final project.
In addition to the University's standard entry requirements, you should have:
If you don't have traditional qualifications or can't meet the entry requirements for this undergraduate degree, you may still be able to gain entry by completing our Digital Media (including foundation year) BA (Hons) degree.
Applications are welcome from mature students who have passed appropriate Access or other preparatory courses or have appropriate work experience.
To study a degree at London Met, you must be able to demonstrate proficiency in the English language. If you require a Tier 4 student visa you may need to provide the results of a Secure English Language Test (SELT) such as Academic IELTS. For more information about English qualifications please see our English language requirements.
If you need (or wish) to improve your English before starting your degree, the University offers a Pre-sessional Academic English course to help you build your confidence and reach the level of English you require.
The modules listed below are for the academic year 2019/20 and represent the course modules at this time. Modules and module details (including, but not limited to, location and time) are subject to change over time.
Year 1 modules include:
This module introduces students to key theoretical approaches to film, forming a basis for future study through the Film Studies film course.
Students will learn how to apply these approaches through independent textual analysis, developing an understanding of the relationship between text, theory and the wider study of film.
This module provides an introduction to digital image creation placing it within the wider context of the history of illustration, graphic design, photography and fine art. The programme provides support for the creation of a series of images and a design portfolio that convey a particular idea developed by the student. The module introduces a range of key techniques for originating, and developing images and documents from digital manipulation, and illustrationto document layout. It discusses further the technical issues relating to the media formats in which the students will present their image sequence and design portfolio.
Interaction design is an expanding field concerned with requirements of end users of interactive digital products. This module provides an introduction to key theoretical concepts, user-centred design approaches as well as an opportunity to put these principles into practice. The module will prepare students to appreciate the relationship between theories of human-computer interaction, user-centred design and their practical application. Practical exercises, lectures, demonstrations and field trips will aid students in developing practical and analytical skills to produce an interactive product. The animation sequence will allow students to explore narration as an element of interactive design and develop necessary animation skills for the second assessment.
The project development will allow students to apply multimedia authoring and basic web design skills and to identify the effects of interaction design on end users.
The module focuses on enabling students to explore career opportunities related to their chosen field of study and develop strategies to enhance career development.
The module also examines professional communication skills development; the role of professional networking and work placements; tools for portfolio and professional social media development; career and employability-related services provided by the university.
The module is an introduction to the field of digital media as an area of practice, as culture, and as a set of structures. It addresses a variety of issues ranging from digital politics to social networks, from memes and glitch to self-organization and free labour. The module provides a sound foundation to the history of new media technologies. It also introduces students to the current debates, including those of amateur vs. professional, grass-roots revolutions, and free and open source vs. proprietary software. It is a theory and practice based course, and along with engaging with abstract concepts we will explore software and network environments.
The module focuses on the role of genre in media production and consumption. Each delivery will explore three different genres, provide an introduction to the history of each, an overview of its conventions, a discussion of significant media texts within that genre, and opportunities for students to critically engage with genre texts. The module will address genre issues across a range of media forms, including film, television, radio, advertising, literature, mass publishing, and video games. The specific types of media genres addressed each year will change to reflect the changing media marketplace, and the changing critical tradition of media and cultural studies. Typical indicative genre forms covered by the module may include: science fiction, crime drama, heist movies, romantic comedies, situation comedies, soap operas, specific genres of documentary (such as biographical documentaries or science documentaries), the thriller, film noir and neo-noir, or martial arts movies.
This module introduces students to the core concepts of filmmaking (image & sound) through lectures and practical workshops in digital photography, cinematography, sound recording and editing. Through lecture and practical engagement students will also reach a greater understanding of a number of theories and histories relating to the creative uses of image and sound.
This module aims to:
1) Introduce students to the fundamental technology of digital photography/video and sound production and to a range of basic practical skills necessary for each, and therefore provide students with a range of potentially employable skills and capabilities.
2) Support some of the theoretical priorities of the School of Computing and Digital Media courses by exposing students to various aspects of digital image and sound production in relation to various media and cultural theories (including those they have encountered or are likely to encounter on other School modules) that assume or assert a relationship between image, sound and film style, and to analyze this practice/theory process through written reflection on their practical work.
3) Provide students with the experience of collaborative working practices and to reflect on their benefits and difficulties, particularly in relation to individual/group co-ordination, all of which are important components for future employability.
4) Prepare students for a ‘practical-theoretical’ strand of School of Computing and Digital Media modules at levels 5 and 6, including the level 6 Project.
Year 2 modules include:
This module introduces students to the various areas of professional digital media practice. It critically analyses key theoretical concepts and the different research methods to establish requirements of end users of interactive digital products. This module further continues to engage students in user-centred design approaches through different projects. The module deepens students understanding of the relationship between theories of human-computer interaction, user-centred design and their practical application. Practical exercises, lectures, demonstrations and field trips will aid students in developing practical and analytical skills to produce interactive products.
This module focuses on creative design, technology, techniques and standards both for the web and the emerging mobile market. It will examine the web design process in a human and social context and encourage critical reflection on user-centred interaction and relevant contextual issues, while enabling the design of applications both for desktop and mobile digital environments and the production of creative and accessible websites.
This module introduces students to the theory and practice of social media management and strategy. The module focuses on digital and social media management best practice, creative approaches to social media strategies; technologies and tools as well as the role of social media management in the creative and digital media industries.
Students will learn how to effectively plan and execute a social media strategy.
This module enables students to develop employability skills and competencies, understand the nature of work, and work toward developing a portfolio of skills and competencies to facilitate the transition into graduate level employment. The modules combines a series of taught classes combined with either project-work opportunities or career development opportunities to be provided in conjunction with external employers and organisations. Students can choose two pathways through the modules:
1) Undertake group project organised by the University in collaboration with external agencies and employers, working on a defined work-based project with clear and define outcomes and expectations such as for example the production of marketing material, videos, photography, or other such project suitable to careers in the media or media-related industries. Projects will be advertised by week 5 and participation in projects will be based on competitive applications.
2) Undertake an individual and tailored career development programme in collaboration with external agencies and employers involving participation in all stages of application and interview for one of a selection of simulated positions relevant to careers in media or media-related industries, including application, interview and feedback. The stages of this programme will be evaluated by people drawn from industry.
A series of taught classes will support both pathways through the module, and will be timetabled for the first 8 weeks of the module; an additional session in week 12 will encourage reflection and engagement in assessment activities. The module aims to enable students to:
1. Consider their employability in relation to graduate careers goals, through the development of professional competencies and knowledge through work experience.
2. Increase / develop critical, self-reflective ability and self-efficacy.
3. Demonstrate theoretical concepts / transferable competencies in a practical, problem solving context.
4. Gain understanding of current issues, practices and relevant legislation within a particular organisational context.
5. Build personal networks, explore employment options and consider future career plans.
This module deals with general animation theory and principles, especially in the context of animated narratives and games. Theoretical, technical and aesthetic aspects of animated arts/entertainment environments are explored, and the module enables the development of a practical understanding of the latest technologies and best practice for 3D modelling and animation in the context of both individual and team working.
From analysing cultural data sets to curating online collections this module introduces students to the intersection of computing and humanities. It will critically analyse and question existing data structures and categories and discuss the ethical dimensions in handling and creating data sets.
Additionally it will explore tools and technologies to produce, curate and interact with knowledge from born-digital to digitised data and content – from single creator to participatory projects. Students will learn how to effectively evaluate, organise and visualise data in practical workshops and seminar discussions.
This module introduces students to the history, theory and practice of photojournalism and documentary photography. The module is slanted towards practice, and provides an opportunity for students to enhance their existing photographic skills as well as their understanding of journalistic and documentary photography. The module will provide practical tuition in the skills of street photography, portraiture, photographing objects in motion, and narrative photography, and will encourage and support students in the conception and development of their own documentary photographic projects. The module will also provide historical and theoretical contexts for students’ developing photographic practices, enabling them to critically reflect of their practice.
This module provides practice based learning experience of television studio production, introducing students to the stages involved in planning, scripting and rehearsing an as-live television programme and providing experience of different roles in the television production process including performance roles and behind-camera production roles. Students will be encourage to work collaboratively and reflectively.
Year 3 modules include:
This module introduces students to digital media management and enterprise issues. The module focuses on management of interactive projects and explores issues in project management, including team management, client handling, outsourcing and asset management, copyright and legal issues, the planning and production life-cycle, resources and marketing. Students will learn how to manage a digital media project and how to effectively plan and execute a production cycle.
The module aims to develop planning, design, development and evaluation skills and give students a practical understanding of how to define and manage a small digital media project. The project topic is self directed and students are encouraged to pursue a topic which has interested them in the course of their studies. The topic must be approved by a tutor. Students are allocated a supervisor at the beginning of the module and are encouraged to meet with them at regular intervals to discuss their progress. Presentations of work in progress and group critiques are an essential part of the program.
his module examines key approaches and concepts in game design theory and practice. The module also explores developments in digital games and digital play; the market, applications and audiences for games and game design best practice. Students will learn how to analyse game design practice and how to research, plan and conceptualise a digital game idea.
This module enables students to undertake a short period of professional activity and to gain credit for their achievements. The activity can be employment, a work placement, professional training, volunteering in the not-for-profit sector, or where available, within a Virtual Business Environment within the University.
It is expected that the student should work for a minimum of 70 hours, for which they will be required to provide evidence. The 70 hours can be completed in 10 working days in a full-time mode during the summer (where available), or spread over a semester in a part-time mode. Additionally, learners may in some cases be able to utilise their existing part-time / vacation employment providing they can demonstrate that it is personally developmental and involves a level of responsibility (decided upon submission of the role details by the Module Leader).
The work based learning activity should enable the student to build on previous experiences and learning gained within their academic course and elsewhere. It should provide learning opportunities for personal development. The student is encouraged and supported in developing the ability to identify applied knowledge and skills that enhance their work performance, ensure their continued improvement and apply theory to practice as appropriate. The learner should develop improved understanding of themselves, and the workplace through reflective and reflexive learning.
● Students will be contacted soon after they register for the module (e.g. June for those registered for October) to ensure they understand the requirements and are able to find suitable activity
● The University must ensure that suitable health and safety requirements are in place and the work activity needs to be approved by the module team before they start the role. The suitability of the opportunities will be assessed on an individual basis.
● Where required, students will be supported in finding suitable opportunities and with all aspects of their job search and applications. The Careers and Employability Team will work with Faculty teams to provide this support. However, it is the student's’ responsibility to obtain suitable employment, and roles cannot be guaranteed.
This module deals with advanced 3D animation theory and practice, especially in the context of character animation for narratives and games. Theoretical, technical and aesthetic aspects of character animation for arts/entertainment environments are explored, and the module enables the development of a practical understanding of the latest technologies and best practice for 3D character design, rigging and animation together with use of visual effects.
This module examines key theoretical approaches in the analysis of the production, distribution, consumption and meaning of popular music. It locates popular music as both a cultural form and a commercial enterprise. Examining the history and contemporary organisation of the music industry, the module considers the social production of popular music, and the impact of technological change on its creation and circulation. The module also considers key critical analyses of the nature and development of popular music as a cultural form. It explores the key social and cultural factors that shape our experience of music and the way we give it meaning within our lives, giving particular attention to issues such as gender, ethnicity, sexuality and social class. Drawing on studies produced within a range of theoretical fields, the module includes discussion of the impact of digital technologies on the music industry, the relationship between popular music and processes of globalisation, the construction of star personas and celebrity culture, and the nature of audiences, fans and subcultures.
This module will examine and analyse traditional and modern visual special effects using examples from film, music video, television and games to illustrate the development of new techniques from old. Practical exercises, lectures, and demonstrations will aid students in developing a wide spectrum of technical and analytical skills in the field of digital post-production and visual special effects. Students will be expected to undertake all stages of the creative planning process to deliver an integrated digital video and audio project in order to complete the module.
Students will develop professional practices working in small groups to produce a short documentary. They will be required to research, pitch and develop a documentary proposal following industry guidelines and legal frameworks. The module will give an overview of the commissioning process and will include input from industry professionals. There will be an emphasis on how to film and work with documentary subjects (or characters) in an ethical way.
Students will learn about a range of documentary modes, genres and techniques via screenings, discussion and practice. Key figures and films will be explored as well as emerging styles and formats.
The module focuses on best practices in development and design for eLearning applications and projects. This module also explores the role of digital media in eLearning. Students will explore and analyse current and future trends, as well as the theories, related to eLearning design and development. Students will learn to evaluate and address eLearning case studies, identify and select eLearning design and development tools and applications; research, plan, conceptualise and develop an eLearning project idea.
"I have really enjoyed this course. Being able to work with different companies outside of the University has been a major highlight."
Our Digital Media BA degree has an excellent record of employment after graduation. You’ll have a wide choice of careers within the commercial and public sectors. Multimedia production, game and web design, social media, web content management, filmmaking, video post-production, 3D animation and project management are just a few of the paths open to you after graduation.
Please note, in addition to the tuition fee there may be additional costs for things like equipment, materials, printing, textbooks, trips or professional body fees.
Additionally, there may be other activities that are not formally part of your course and not required to complete your course, but which you may find helpful (for example, optional field trips). The costs of these are additional to your tuition fee and the fees set out above and will be notified when the activity is being arranged.
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If you're a UK/EU applicant applying for full-time study you must apply via UCAS unless otherwise specified.
UK/EU applicants for part-time study should apply direct to the University.
Non-EU applicants looking to study part-time should apply direct to the University. If you require a Tier 4 (General) student visa, please be aware that you will not be able to study as a part-time student at undergraduate level.
The University and Colleges Admissions Service (UCAS) accepts applications for full-time courses starting in September from one year before the start of the course. Our UCAS institution code is L68.
If you will be applying direct to the University you are advised to apply as early as possible as we will only be able to consider your application if there are places available on the course.
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