UCAS code: GW42
2018 Entry: 96-112 points
*UCAS has changed the way they calculate the tariff for courses starting in September 2017. Find out more about the new tariff.
A GCSE A*- C or 9-4 pass in English Language is required.
3 years full-time
If English is not your first language:
Year 1/Level 4: IELTS 6.0 overall with a minimum of 5.5 in writing or equivalent
Suitable applicants are required to attend interview
Course Tuition Fees and Additional Costs
UK/EU/Channel Islands and Isle of Man
If you are a UK or EU student starting your degree in September 2018, the first year will cost you £9,250. For international students, the first year fee is £12,950. Based on this fee level, the indicative fees for a three-year degree would be £27,750 for UK and EU students and £38,850 for International students. Remember, you don't have to pay any of this upfront if you are able to get a tuition fee loan from the UK Government to cover the full cost of your fees each year. You can find out more here. If finance is a worry for you, we are here to help. Take a look at the range of support we have on offer. This is a great investment you are making in your future, so make sure you know what is on offer to support you.
2018 Entry Full-time £9,250 p/a.
Total Cost: £27,750 (3 years) | £28,450 (sandwich option)
UK/EU Part-Time fees are calculated on a pro rata basis of the full-time fee for a 120 credit course. The fee for a single credit is £77.08 and a 15 credit module is £1,156. Part-time students can take up to a maximum 90 credits per year, so the maximum fee in a given year will be the government permitted maximum fee of £6,938
2018 Entry Full-time £12,950** p/a
Total Cost: £38,850** (3 years) | £39,550** (sandwich option)
International part-time fees are calculated on a pro rata basis of the full-time fee for a 120 credit course. The fee for a single credit is £107.92 and a 15 credit module is £1,620. Fees for students from Vestfold University College in Norway (who receive a 10% reduction) and NLA are £11,655.
**International fees are still subject to approval from the University of Winchester Board of Governors.
- Coach trips: Students have the option to attend occasional coach trips to Exhibitions in London, usually 1 per year, possibly 2. (max total of 6 for the degree). It is sometimes possible to get use of the University minibus, however students will may need to pay a deposit for this. Cost £5 per trip.
- Adobe ACA Certification: Students have the option to take a full online exam in Adobe certification during their degree. They can take up to 5 different exams over the duration of their course. Cost £30 per exam.
- Printed portfolio: Students have the option to purchase an Extended Professional Portfolio in the second semester of their final year. Cost £30-40.
To find out what general costs are included or excluded in the course fees, such as textbooks and travel expenses, please click here
Study abroad (optional):
Students are encouraged to secure work placements at the end of their second year until the end of the first semester of their third year; the placements often lead to roles within their chosen companies after graduation.
Taught elements of the course take place on the King Alfred Campus or at West Downs, Winchester
Suitable for applicants from:
UK, EU, World
Students are offered opportunities to work on client-based projects to build their portfolios with commercial work throughout their degree.
100 per cent overall student satisfaction in the National Student Survey 2015.
Students on the programme have commented positively on the way that staff explain things.
Pre-approved for a Masters:
University of Winchester students studying Bachelor Honours degrees are pre-approved to start a Masters degree at Winchester. To be eligible students must apply by the end of March in their final year and meet the entry requirements of their chosen Masters degree.
Terms and Conditions
For more information about the University of Winchester's terms and conditions click here..
There has never been a more exciting time to study an area of design and creative technology, and this programme aims to help you explore, challenge and extend your limits, enabling you to achieve the most exciting outcomes possible.
The craft of producing exciting digital media products requires a high level of creativity, practical skill, technical proficiency and a wealth of theoretical knowledge and understanding. These programmes look at the production of digital media artefacts in a holistic way, providing a thoroughly intensive and team-based experience in which students develop a comprehensive understanding of their role within the full production process. We are looking for students who enjoy learning and can thrive in the environment of a team based programme, showing a commitment to improving their communication, writing, drawing, technical and observational abilities. In an area that is still inventing itself, you could become a key instigator and shaper of the digital age that we now inhabit.
This BSc offers the opportunity to develop as a creative technologist, capable of receiving design ideas to develop and improve through to a finished and accomplished product. Students are encouraged to make the best use of a range of software packages and programming languages thus offering a designer the best possible solution to a design problem. Students understand the design process and develop an ability to interpret designs, bringing their own creativity as a technologist to fit into the production process. Throughout this programme, there is the chance to question and enhance options for the final product.
There is a common programme of study for the BSc and the BA, based around the design and development of websites, apps, games and the principles of interactivity. The programme offers students a diagnostic opportunity to discover, within fairly broad parameters, which area of the digital media industry most excites them. The core theme of Semester 1 is based around the design and development of websites. This context is used as a means to study and explore the principles of communication, graphic design, content, the written word, animation and the integration of digital media.
The second semester has three short four week projects: game design; mobile device prototype with interface navigation and interactive interpretation. These projects are designed to promote short, sharp research and concept design through to prototypes, mirroring industry practice. In addition, students develop a confidence and competence in the use of the key technologies and tools which enable the realisation of digital designs.
There is a strong emphasis on teamwork and we feel that it is important that future designers and creative technologists develop a common understanding and language to create better communication and better outcomes.
In Year 2, students develop practice in the following areas: web and interactive media production, cross media and transmedia, animation and game production, and production solutions for portable media. This focus allows students to explore the particular production technologies associated with a more defined area of practice. There is also an emphasis on client-based projects to give the students some experience of working on live projects.
Students continue in their specialist area whilst being given the opportunity to study business practice within the creative digital media industry. These core business skills help students to enter the industry as both a practitioner and an entrepreneur. They are required to undertake two major negotiated projects, at least one of which is normally expected to be conducted with an industry partner as a placement. All students are able to leave the programme with a fully interactive web-based portfolio of work that enables them to show their achievements in a dynamic way to any future employer.
During the programme and particularly in year three, students are engaged in a critique of the industry and its practitioners with the opportunity to discuss a range of positive and negative issues. This allows the identification of future trends, developments and opportunities within a fast moving industry. At the end of year three there is the opportunity to write a personal reflection about the main movers and shakers that are identified within the industry.
This allows students to predict the way in which the industry develops and anticipate the role they see for themselves at the point at which they enter employment.
The Digital Design Studio houses equipment such as two 3D printers, 3D scanner, motion capture software, and augmented/virtual reality systems. It is Adobe certified and offers Adobe Certified Associates courses in Illustrator, InDesign, Photoshop, Dreamweaver and Flash, among others. work throughout their degree.
- Design Principles
- Development Principles
- Team Processes
- Research Principles
- Website Workshops
- Design Projects
- Development Projects
- Project Processes
- Research Projects
- Interactive Media Workshops
- Development Focus
- Project Focus
- Research Focus
- 2D and 3D Workshops
- Development Practice
- Enterprise Principles
- Research Focus
- Motion Graphics Workshops
- Major Research Project
- Negotiated Development Placement
- Negotiated Development Project
- Enterprise Focus
- Portfolio Workshop
For further information about modules, please view the course leaflet (see right hand side).
Please note the modules listed are correct at the time of publishing, for full-time students entering the programme in Year 1. Optional modules are listed where applicable. Please note the University cannot guarantee the availability of all modules listed and modules may be subject to change. For further information please refer to the terms and conditions at www.winchester.ac.uk/termsandconditions. The University will notify applicants of any changes made to the core modules listed above.
Our aim is to shape 'confident learners' by enabling you to develop the skills needed to excel in your studies here and as well as onto further studies or the employment market.
You are taught primarily through a combination of lectures and seminars, allowing opportunities to discuss and develop your understanding of topics covered in lectures in smaller groups.
In addition to the formally scheduled contact time such as lectures and seminars etc.), you are encouraged to access academic support from staff within the course team, your personal tutor and the wide range of services available to you within the University.
Over the duration of your course, you will be expected to develop independent and critical learning, progressively building confidence and expertise through independent and collaborative research, problem-solving and analysis with the support of staff. You take responsibility for your own learning and are encouraged to make use of the wide range of available learning resources available.
Your overall workload consists of class contact hours, independent learning and assessment activity.
While your actual contact hours may depend on the optional modules you select, the following information gives an indication of how much time you will need to allocate to different activities at each level of the course.
Year 1 (Level 4): Timetabled teaching and learning activity*
- Teaching, learning and assessment: 288 hours
- Independent learning: 912 hours
Year 2 (Level 5): Timetabled teaching and learning activity*
- Teaching, learning and assessment: 288 hours
- Independent learning: 912 hours
Year 3 (Level 6): Timetabled teaching and learning activity*
- Teaching, learning and assessment: 252 hours
- Independent learning: 852 hours
- Placement: 96 hours
*Please note these are indicative hours for the course.
The Digital Media programmes are studio-based courses providing a working environment which mirrors industry practice whilst also affording good contact with peers and tutors doing studio based one-to-one teaching. The programme team are strongly in favour of learning by doing, so all modules are underpinned by practical project work. This not only provides you with an opportunity to practice newly-acquired skills and understanding but also an 'on task' means of assessing progress and the successful completion of modules.
Key features of the student experience are:
- Opportunities to learn industry software, to gain certification from the major software companies such as Adobe, Apple and Autodesk.
- Planning and exhibiting work in their own degree show 'TransMedia' to invited companies and have their own portfolio website.
- Students are expected to attend digital media conferences/expo's such as Apps World, Eurogamer and Streaming Media to gain knowledge and experience of future technology and make important industry connections.
The academic staff are drawn from the School of Media and Film which offers a range of popular and successful postgraduate and first degree programmes. Opportunities are taken, where appropriate, to draw on specialties offered by a wider staff constituency. In addition professional practising designers and technologists regularly work on group and individual projects with students.
The Academic Regulations and the Student Charter state that students are expected to attend all teaching and learning sessions timetabled for their programme with academic integrity and in a diligent, ethical and responsible manner, taking the initiative to develop the skills needed to become a successful and independent learner.
Regular attendance and academic achievement are closely linked. Students who actively participate in their learning by attending classes regularly are more likely to:
a) enjoy a rewarding experience in which their knowledge, skills and abilities are developed;
b) successfully complete their programme;
c) achieve better results.
For this reason, you should arrive on time for all teaching and learning sessions and remain for the duration of the session. Late arrival at, and early departure from, sessions is disruptive, discourteous, unprofessional and unfair to fellow learners and teaching staff.
In addition to these expectations, all students are required to:
1. Ensure that you personally register your presence at each session where registers are taken.
Asking or allowing someone else to 'register' your presence when you are absent and 'registering' someone else's presence when they are absent is a breach of academic conduct and integrity and will be treated as academic misconduct in accordance with the Academic Misconduct Policy.
If you believe that an error has been recorded with regard to your attendance, please contact your Administrator immediately
2. Ensure that you arrive on time and stay for the full duration of the session.
You will be registered as absent if you arrive 5 minutes after the scheduled start of the session or if you leave before the teaching staff confirms that the sessions has ended.
3. For Group Work Only: Ensure that you attend all activities required by the Group
All members of a group preparing an assessment are jointly responsible for agreeing who is required attend group activities, the level of participation required, registering attendance and notifying the Official Contact person below if one or more members are not meeting the terms of the agreement.
What to do if you will be absent (for between 1 and 5 working days), or you have had previous absences in that class or arrive late or leave early: You must report your absence immediately to your Administrator - this is in line with current employer practice.
Penalties for absence, late arrival or early departure from sessions:
Group Work: Where one or more members of a group fail to meet 75% of the level of participation agreed, the group shall inform the Module Leader as soon as possible. After evaluating any information provided by the group and the member(s) concerned, the Module Leader has discretion whether to take action.
Depending on the circumstances, this may include the following:
Removing the member from the group and providing an alternative assessment that meets the module's learning outcomes. (This may take the form of an equivalent written assessment);
If you are having problems / can't cope:
If you are having difficulties meeting your attendance and assessment commitments, please seek advice from a member of staff (for example, your Programme Administrator, Module Leader, Programme Leader). Sensitive issues can be discussed confidentially with suitably qualified staff in Student Services. Finally, remember that if you don't tell the University that you are having problems, we cannot help you.
For more information about our regulations for this course, please see our Academic Regulations, Policies and Procedures library
Our validated courses may adopt a range of means of assessing your learning. An indicative, and not necessarily comprehensive, list of assessment types you might encounter includes essays, portfolios, supervised independent work, presentations, written exams, or practical performances.
We ensure all students have an equal opportunity to achieve module learning outcomes. As such, where appropriate and necessary, students with recognised disabilities may have alternative assignments set that continue to test how successfully they have met the module's learning outcomes. Further details on assessment types used on the course you are interested in can be found on the course page, by attending an Open Day or Open Evening, or contacting our teaching staff.
Percentage of the course assessed by coursework
The assessment balance between examination and coursework depends to some extent on the optional modules you choose. The approximate percentage of the course assessed by different assessment modes is as follows:
Year 1 (Level 4)*:
- 96 per cent coursework
- 4 per cent written exams
- 0 per cent practical exams
Year 2 (Level 5)*:
- 97 per cent coursework
- 3 per cent written exams
- 0 per cent practical exams
Year 3 (Level 6)*:
- 100 per cent coursework
- 0 per cent written exams
- 0 per cent practical exams
*Please note these are indicative percentages and modes for the programme.
We are committed to providing timely and appropriate feedback to you on your academic progress and achievement in order to enable you to reflect on your progress and plan your academic and skills development effectively. You are also encouraged to seek additional feedback from your course tutors.
At the University of Winchester validated programmes may adopt a range of means of assessing your learning. An indicative, and not necessarily comprehensive, list of assessment types you might encounter includes essays, portfolios, supervised independent work, presentations, written exams, or practical performances. The University is committed to ensuring that all students have an equal opportunity to achieve module learning outcomes. As such, where appropriate and necessary, students with recognised disabilities may have alternative assignments set that continue to test how successfully they have met the module's learning outcomes. Further details on assessment types used in the programme you are interested in can be found on the course page, by attending an Open Day/Evening, or contacting our teaching staff.
Graduates work as designers within industries such as internet and interactive media creators, game design, animation, advertising and photography. Students also start their own company as a creative technologist or entrepreneur with knowledge that they are able to brand, market and promote their company through web and social media.
Employers are interested in designers who possess more than the ability to generate ideas and technologists who have a creative approach to their work. Both must be familiar with the current trends as well as relevant technologies needed to implement those ideas; be able to model their ideas within the digital environment and be able to have a good understanding and dialogue with other people within a team who have responsibility for the technical realisation of their ideas.
The programme also provides a firm grounding for postgraduate study or further training.
For more information about graduate employment visit From Freshers to Future - what will yours be?
The Destinations of Leavers from Higher Education (DLHE) record collects information about what those completing university go on to do six months after graduation. The Careers Service undertakes DLHE on an annual basis through surveys and a data collection process. DLHE is designed and strictly controlled by HESA.
While DLHE provides accurate information about first destinations, this data needs to be viewed with some degree of care. Six months after leaving university is often a time of much uncertainty and change for leavers; many will be unsure of their long-term career plans and may take a temporary job or time out. The destinations of graduates only six months out of university do not necessarily reflect longer term career success and are therefore a crude measure of employability. Therefore, DLHE data should be viewed as merely a 'snapshot' of one particular year's experiences at a specific point in time.
At the University of Winchester, we are committed to ensuring all our students gain employability skills to enable you to enter graduate level jobs and pursue the profession of your choice, for more information please read the Employability Statement.