

UCAS code
P3P1Mode of Study
Full-time, Full-time sandwich with work placementDuration
3 years full-time, 4 years sandwich with work placementStart date
September 2023, September 2024Accredited
Yes
Still looking to start studying in September 2023? Visit our Clearing Hub to find out how.
Overview
Creative technologies are rapidly becoming integral to industry and society, transforming how we consume information and interact with the world. Discover the artistry in them and become an innovative content creator who drives transformation on our Creative Media Technologies degree course.
Whether you're interested in video production, animation, web design, mobile gaming, or emerging technologies like virtual reality (VR) and extended reality (XR), you'll explore creative technologies and their impact on immersive experiences. By taking part in live client projects and placements, you can tailor your degree to your speciality and sharpen your knowledge and abilities in a professional environment.
You'll grow into an all-encompassing media producer ready for a career in fields such as web development, content marketing, and television and film production.
Course highlights
- Diversify your creative skills by learning about and using different digital technologies to produce outstanding media content
- Develop your professional portfolio by working on actual client projects
- Gain valuable industry experience by taking an optional placement
- Strengthen your knowledge and team-working abilities by collaborating with students from other courses in the School of Creative Technologies and Faculty of Creative and Cultural Industries
- Become familiar with renowned software used in the creative media industries, including Adobe Creative Cloud
- Demonstrate your technical expertise to potential employers by earning Adobe Certified Professional (ACP) certifications
- Enrich your study with help from a formidable team of expert lecturers with years of industry experience and research practice
90%
Graduates in work or further study
(HESA Graduate Outcomes Survey conducted in 2019)

Accreditation
This course is accredited by JAMES (Joint Audio Media Education Services), a group of industry professionals and employers.
The JAMES accreditation lets potential employers know that this course gives you the relevant skills and abilities you need to work in the industry when you graduate. This gives you an edge over students who didn’t do an accredited course when you’re applying for jobs.
JAMES reviews our accreditation every three years to make sure the course content remains up-to-date with industry trends and developments. So you’ll always be learning skills relevant to your career.
Entry requirements
BSc (Hons) Creative Media Technologies
Typical offers
- A levels – ABB–BBC
- UCAS points – 112–128 points (calculate your UCAS points)
- T levels – Merit
- BTECs (Extended Diplomas) – DDM – DMM
- International Baccalaureate – 25-26
You may need to have studied specific subjects – see full entry requirements and other qualifications we accept
English language requirements
- English language proficiency at a minimum of IELTS band 6.0 with no component score below 5.5.
See alternative English language qualifications
We also accept other standard English tests and qualifications, as long as they meet the minimum requirements of your course.
If you don't meet the English language requirements yet, you can achieve the level you need by successfully completing a pre-sessional English programme before you start your course.
Typical offers
- A levels – ABB–BBC
- UCAS points – 112–128 points to include a minimum of 2 A levels, or equivalent (calculate your UCAS points)
- T-levels – Merit
- BTECs (Extended Diplomas) – DDM–DMM
- International Baccalaureate – 25–26
You may need to have studied specific subjects – find full entry requirements and other qualifications we accept at UCAS.
English language requirements
- English language proficiency at a minimum of IELTS band 6.0 with no component score below 5.5.
See alternative English language qualifications
We also accept other standard English tests and qualifications, as long as they meet the minimum requirements of your course.
If you don't meet the English language requirements yet, you can achieve the level you need by successfully completing a pre-sessional English programme before you start your course.
Facilities

Motion Capture Studio
Learn how to use the same professional motion capture equipment used in the VR, game design, and film industries.

Music and Sound Recording Studios
Our high-end professional music studio complex houses three studios, two live rooms, editing rooms, and a vocal booth.

Virtual Reality Lab
Our VR lab boasts the latest immersive and interactive technologies used by the ever-evolving VR industry.

Photogrammetry and Scanning Studio
Scan people, objects, or locations with our 144-camera-decked photogrammetry and scanning studio.

Volumetric Video Studio
With our Holosys™-powered Volumetric Video Studio, you can capture stunning 3D footage of moving objects for your next XR project.

Virtual Production and Mixed Reality Studio
Take centre stage in the futuristic world of extended reality (XR) with our SmartStage-powered Virtual Production and Mixed Reality Studio.
Careers and opportunities
You'll graduate from this course with a vast understanding of digital media and tools that will open any door within the creative industries.
The Creative Technology sector contributes over £46 billion to the UK economy and employs 775,000 people. It is expected to experience more growth than any other sector by 2025, adding £9.8 billion more to the economy and another 146,000 new jobs.
Creative UK Group, 2021
Download report from Creative UK GroupGraduate areas
Industry areas previous students have moved into include:
- web development
- animation
- video production
- gaming
- music production
- TV production
Graduate roles
Roles previous students on this course have taken on include:
- computer games animator
- 3D modeller
- web designer
- graphics artist
- filmmaker
- broadcast journalist
- games developer
- musical technician
Ongoing careers support
Get experience while you study, with support to find part-time jobs, volunteering opportunities, and work experience. You can also venture into freelancing, or set up and run your own business with help from the University Startup Team.
Towards the end of your degree and for up to five years after graduation, you’ll receive one-to-one support from our Graduate Recruitment Consultancy to help you find your perfect role.
Placement year (optional)
Between your second and third year, you can do an optional placement.
A placement is the perfect way to gain industry experience, use what you've learned so far on your course in a profession, and become more attractive to employers after graduation. You can work for a company or organisation, or you can start and run your own business. Working with other students or on your own, you can launch and grow a successful venture.
You can source your own placement or use our Creative Careers service to find your desired role. In any case, the Creative Careers team is on hand to support you throughout your placement.
Creative Careers
Our in-faculty Creative Careers team has extensive recruitment experience and knows the creative sector well, making it easier for students to find placements within the creative industries.
They can guide you through every step of the application process, including:
- Searching for the ideal job through their database of vacancies
- Giving tips on how to write an interesting CV that will catch employers' attention, no matter the role
- Organising mock interviews, so you can hone your technique and familiarise yourself with the recruitment environment
- Writing your startup business proposal – if you're going down the self-employment route
The team will continue to give you support throughout your placement year.
Placement roles
Students have taken placements in a variety of roles, including:
- Digital Media Creative
- Content Creator
- Graphic Artist/Designer
- Custom Shoe Maker/Designer
- Virtual Reality Developer
- Junior PR Executive
Placement destinations
Students have interned with top companies and organisations, including:
- BluePrint Media
- Five by Five
- Science and Technology Facilities Council
- Briscoe PR
Some students have also freelanced during their placement.

What you can do on a placement year
If you're thinking of doing a placement but not sure what role to take or where to go, we can steer you in a direction that fits your aspirations.
Check out our Creative Careers team's blog to find out where fellow film, media and communication students have interned during their studies.
What you'll study
Each module on this course is worth a certain number of credits.
In each year, you need to study modules worth a total of 120 credits. For example, four modules worth 20 credits and one module worth 40 credits.
Modules
Core modules
What you'll do
You'll develop your understanding of the digital culture we live in and the impact this has on the cultural and creative industries.
What you'll learn
When you complete this module successfully, you'll be able to:
- Understand and evaluate key principles and concepts in the field of digital culture
- Identify and explore the opportunities and challenges of a digital economy
- Identify and assess how digital technology changes the cultural and creative industries
- Evaluate the skills you need for a career in the cultural and creative industries and identify how to improve and enhance your personal weaknesses
- Research and plan how to achieve career goals and evaluate your progress
What you'll learn
When you complete this module successfully, you'll be able to:
- Analyse, interpret and extend a brief, using animation
- Use appropriate software to produce basic computer animations
Additional content
What you'll do
You'll learn sound design, music composition, recording and audio editing techniques, and develop skills relevant to key professional roles in related industries.
What you'll learn
When you complete this module successfully, you'll be able to:
- Create appropriate original sound or music to accompany moving image, informed by relevant theory and analysis of existing techniques and works
- Record, edit, arrange and mix the various soundtrack elements for visual media
- Investigate and review the relationships between visual imagery and sound within a chosen context, with references to relevant theory, examples and aesthetic considerations
- Assess, reflect upon and evaluate the success of both the process and the end result
Additional content
What you'll do
The learning outcomes of this module are:
- Understand fundamentals of film theory and essential attributes of motion pictures
- Describe the processes of video production practices and be familiar with the language of film and video production
- Evaluate the significance of digital technology and its application within digital video production
- Utilise appropriate technology to produce a digital video artefact with supporting written documentation
What you'll do
The learning outcomes of this module are:
- Identify the fundamental stages of responsive content development from specification to publishing.
- Create responsive interfaces using HTML and CSS, and apply graphic design, usability and accessibility principles.
- Apply a scripting language (e.g. JavaScript) to develop web-based applications.
- Describe the major concepts of programming web front-end applications.
- Design, implement and test algorithms to solve problems using appropriate language, data types and control structures for a small scale project incorporating responsive content.
- Apply sound industry practices in each stage of the development and begin to appreciate the complexity of the issues.
What you'll learn
The learning outcomes of this module are:
- Evidence appropriate contextual research methodologies (textual and visual) to facilitate, through critical engagement, innovative conceptual frameworks within an interactive design project
- Demonstrate an awareness of the importance between content and its graphical visualisation in relation to user interaction (and contextual design practice)
- Communicate research practice through interactive design
- Develop technical competency in appropriate software / technology that facilitates the implementation of concepts
Core modules
What you'll do
You'll apply project management methods in order to produce a complex digital media product. You'll also develop practical experience and an in-depth understanding of how digital content is made.
What you'll learn
When you successfully complete this module, you'll be able to:
-
Understand creative workflows of creative producing for multimedia platforms
-
Demonstrate practical skills at an advanced level in digital content design, development and production
-
Recognise, identify and select appropriate design methods, tools and techniques to innovate and creatively solve problems
-
Apply sound technical practices in each stage of the development and begin to appreciate the complexity of the issues
-
Apply appropriate project management methods in the development and production processes.
What you'll learn
When you complete this module successfully, you'll be able to:
- Design, plan, document and implement a multimedia artefact identifying a contemporary concept
- Critically evaluate the roles of technology and cultural actors on the mechanisms of change within the contemporary practice
- Investigate and critically assess the work of different contemporary practitioners, looking at their motivations for innovation and new thinking
- Explain your views on issues relating to creative media technologies effectively
What you'll do
You'll examine good and bad designs from a theoretical, methodological and practical perspective. You'll focus on psychologically orientated, user-driven design and see how applying research enhances practical design.
What you'll learn
When you complete this module successfully, you'll be able to:
- Critically evaluate existing interactive content experiences across a range of delivery platforms
- Examine methods used in interaction design and critically assess the appropriateness of different interaction design methods
- Recognise how the sensory, cognitive and physical capabilities of users inform the design of interactive experiences
- Apply findings from research in a practical context
- Create an interaction design concept for a specific problem and context, using creative design, ideation, prototyping and evaluation techniques
What you'll do
You'll build an understanding of research methods, ethics and practices, and develop skills in project definition and scoping.
What you'll learn
When you complete this module successfully, you'll be able to:
- Demonstrate an understanding of the nature, uses and limitations of various research methods appropriate to your studies
- Identify and evaluate appropriate research methods for a specified piece of independent study
- Prepare a project initiation/proposal document on a specified topic that covers deliverables, scope, feasibility, risk analysis, resource requirements, planning schedule and any foreseeable legal/ethical/health and safety issues
- Write a preliminary review of literature on a specified topic in accordance with the principles of good scholarship
- Investigate and identify the qualifications, skillset, entry points and career opportunities in relation to a specific career
- Identify your strengths, weaknesses and preferences in relation to a specific career
Optional modules
What you'll do
You'll focus on applications for the learning of practical skills, data visualisations and product prototyping software. You'll also be introduced to the unique nature of AR hardware and its equally unique design principles and applications.
What you'll learn
When you complete this module successfully, you'll be able to:
- Compare and contrast a variety of AR applications
- Discuss the potential uses and current limitations of AR applications
- Critically review an area of AR application or research, exploring the main ideas and technologies, and evaluating current approaches and theories
- Evaluate approaches to the design and planning of AR applications
- Follow an appropriate methodology for designing an AR application
- Implement an AR project using appropriate hardware and software, including user documentation
- Critically evaluate approaches to application testing
- Perform structured testing as part of an iterative development cycle
What you'll do
You'll take this optional module as part of the second year of your course.
What you'll learn
When you complete this module successfully, you'll be able to:
- Manage and complete tasks in an overseas study environment relevant to your course, with an appropriate level of skill, independence and performance
- Reflect on your personal development and how your employability prospects have been enhanced by the exchange
What you'll do
You'll learn how digital cameras work, how to create digital images, and how to appreciate experimental, abstract and traditional photographic techniques.
You'll also learn how to display, compress and store photographs on different platforms.
What you'll learn
When you complete this module successfully, you'll be able to:
- Demonstrate an understanding and appreciation of the application of digital photography as an integral element within design and the communication industry
- Demonstrate an understanding of the physical technology and methods responsible for creating and displaying digital photographic images
- Identify how digital photography benefits the industry
- Identify how to use digital photography as a promotional tool alongside typography, layout and communication
Additional content
What you'll learn
The learning outcomes of this module are:
- Develop independent, analytical and creative attributes, through engaging imaginatively with new areas of investigation within and across discipline boundaries
- Demonstrate the ability to be effective team players, able to provide leadership and to support the success of others
- Communicate clearly and effectively, in a range of forms and to different audiences
What you'll do
You'll study the design and programming process and create a fully working mobile app prototype.
What you'll learn
When you complete this module successfully, you'll be able to:
- Generate mobile application ideas based on original analysis of current mobile application development trends
- Apply and demonstrate design and programming skills to implement a working prototype of any type of mobile application
- Engage in critical reflection and evaluate the success of your project
Additional content
What you'll learn
The learning objectives of this module are to be confirmed.
What you'll learn
The learning outcomes of this module are:
- Reflect on their learning and experience to date and use this as a basis to plan and organise suitable work experience(s) that will enable the development of their professional profile.
- Propose a programme of learning that enables the development and demonstration of specified professional skills.
- Critically evaluate their learning and experience and relate this to their future career goals.
- Communicate the outcomes of their experience through the effective use of reflective practice.
What you'll do
You'll explore, research and critically analyse current trends within the web industry. You'll learn structured designing processes and programming fundamentals, and create a working web-based responsive application.
What you'll learn
When you complete this module successfully, you'll be able to:
- Compare, contrast and analyse current trends in rich-media web application development
- Apply and demonstrate design skills to implement a working prototype of any type of rich media enabled web-based application
- Build and deploy highly interactive, scalable and easy to maintain rich media web-based systems using various tools, platforms and frameworks
- Understand the technologies and the usability and performance implications involved in creating highly interactive rich media web-based applications
- Engage in critical reflection and evaluate the success of your project against its aims
Additional content
What you'll learn
The learning outcomes of this module are:
- Analyse the complexities of launching a startup business
- Critically reflect upon the factors which contribute towards successful market research, marketing, manufacturing, and selling
- Recognise suitability for specific roles in business and collaborative working
What you'll do
You'll choose a VR application area to investigate in depth, and apply the knowledge and skills you learn to a small VR project.
What you'll learn
When you complete this module successfully, you'll be able to:
- Compare and contrast VR applications and discuss their potential uses and limitations
- Review an area of VR application or research, exploring the main ideas and technologies, and evaluating current approaches and theories
- Evaluate approaches to designing and planning a VR application
- Follow an appropriate methodology for designing a VR application
- Implement a VR project using appropriate hardware and software, including user documentation
- Evaluate approaches to application testing and perform structured testing as part of an iterative development cycle
Optional modules
What you'll learn
The learning outcomes of this module are:
- Demonstrate increasing autonomy, with a reduced need for supervision and direction, within defined guidelines
- Communicate a detailed knowledge of the contexts of business and industry specific practices relevant to their chosen field and an awareness of a variety of ideas, contexts and frameworks within self-employment, freelancing or business startups
- Develop working professional relationships within industry/business disciplines
- Proactively evaluate their own strengths and weaknesses, and develop their own criteria and judgement relating to their business practice, future learning and future employability goals
What you'll do
With the support of the Creative Careers team, you can find, apply for and complete a year of a work placement with a variety of employers - previous placements have been offered from NBC, Disney, Warner Bros. and a variety of SME's in the region.
What you'll learn
The learning outcomes of this module are:
- Demonstrate increasing autonomy, with a reduced need for supervision and direction, within defined guidelines
- Communicate a detailed knowledge of the contexts of business and industry specific practices relevant to their chosen field and an awareness of a variety of ideas, contexts and frameworks within their chosen area of employment or self-employment
- Develop working professional relationships within industry/business disciplines
- Proactively evaluate their own strengths and weaknesses, and develop their own criteria and judgement relating to their business practice, future learning and future employability goals
What you'll learn
- Critically assess how activities relate to disciplinary knowledge and practice covered on the students' undergraduate course within a global context
- Manage and complete tasks in an overseas study environment relevant to their course, with an appropriate level of skill, independence and performance
- Reflect critically on their personal development during their study abroad, identify the transferable skills acquired and their relevance to future study and employability
What you'll learn
The learning outcomes of this module are:
- Demonstrate increasing autonomy, with reduced need for supervision and direction, within defined guidelines
- Communicate a detailed knowledge of the contexts of business and industry specific practices relevant to their chosen field and an awareness of a variety of ideas, contexts and frameworks within self-employment, freelancing or business startups
- Develop working professional relationships within industry/business disciplines
- Proactively evaluate their own strengths and weaknesses, and develop their own criteria and judgement relating to their business practice, future learning and future employability goals
Assessment
On this module, you'll be assessed through a portfolio (100% of final mark).
Core modules
What you'll do
You'll do research using a variety of resources and communicate with industry professionals.
What you'll learn
When you complete this module successfully, you'll be able to:
- Analyse and identify strategies and opportunities for ongoing personal and professional development
- Evaluate industry relationships with technology and social cultural 'change' and understand the importance of this in terms of individual enterprise
- Produce a portfolio of contemporary and innovative professional practice, relating to current and emerging industry requirements
What you'll do
You'll prepare and implement a major project requiring a high level of self-management. You'll develop and demonstrate the professional, academic and technical skills required when defining and managing preparatory aspects of your project.
You'll have the choice to develop your practice by creating a practical piece of media or conducting a research study.
What you'll learn
When you complete this module successfully, you'll be able to:
- Initiate and manage an individual practice and/or creative and/or research project
- Conduct a critical scholarly review of existing work in the selected domain with an account of your own work
- Demonstrate and justify the choices made and approaches taken to the solution of the project problem
- Communicate the outcomes of your project activities in a professional and scholarly way
Optional modules
What you'll do
You'll choose a VR application area to investigate in more depth, and apply the knowledge and skills you learn to develop a small VR project.
What you'll learn
When you complete this module successfully, you'll be able to:
- Compare and contrast VR applications and discuss their potential uses and current limitations
- Critically review an area of VR application or research, exploring the main ideas and technologies and evaluating current approaches and theories
- Evaluate approaches to design and planning, and demonstrate the ability to follow an appropriate methodology for designing a VR application
- Demonstrate the ability to implement a VR project using appropriate hardware and software, including user documentation
- Critically evaluate approaches to application testing, and perform structured testing as part of an iterative development cycle
What you'll do
You’ll explore established approaches and those currently under research and examine the fundamental theory behind artificial neural networks, fuzzy logic, evolutionary algorithms and hybrid methods. You’ll also study practical applications of computational intelligence systems, various approaches to AI and the current state of AI research.
What you'll learn
When you complete this module successfully, you'll be able to:
- Demonstrate a familiarisation with the principles and theories central to the AI field
- Apply a range of AI tools and techniques to address a wider class of problems
- Evaluate a range of methods for developing intelligent systems
What you'll do
You'll learn how to use design principles to develop interfaces for digital artefacts.
What you'll learn
When you complete this module successfully, you'll be able to:
- Analyse, interpret and extend a brief
- Demonstrate application of universal design rules
- Apply relevant narrative style to a design
- Employ typographic and readability rules
What you'll do
You'll learn how to produce demanding factual narrative film and video work, leading to the completion of projects you can use for showreel/portfolio purposes. You'll get extra guidance regarding ethical filmmaking, risk assessment and technique.
What you'll learn
When you complete this module successfully, you'll be able to:
- Analyse concepts of realism and address problems of recording and representing reality in moving image media
- Assemble, organise and structure complex documentary narratives that challenge your audience's perception of the subject matter
- Produce a comprehensive video artefact that demonstrates a contextual understanding of the medium
- Critically examine – with reference to key documentary theory and film makers – the influence of historical, economical and technological developments in the medium of documentary film making
What you'll do
It focuses on academic models, as well as approaches to and results of the study of games from an analytical, cultural and design perspective.
What you'll learn
When you complete this module successfully, you'll be able to:
- Discuss and critically analyse historical and contemporary games research and its implications
- Contextually and critically analyse games according to different games research models and approaches
What you'll do
This includes developing systems and content that responds to real-time data (including user input, player and object states, game and physics engine data).
What you'll learn
When you complete this module successfully, you'll be able to:
- Design and develop non-linear audio systems with accompanying media assets (music and sound) for interactive media and computer games
- Build systems using visual programming and scripting
- Produce a reactive or interactive artefact that utilises game engine and audio system programming and design technologies
- Work professionally when developing and implementing audio systems
What you'll do
- Demonstrate practical solutions to real problems using appropriate visual effect techniques
- Apply a range of different kinds of physics simulations, and procedural dynamic effects
- Analyse and reflect upon a library of reference works and observations, articulating how their research has informed and progressed the development
What you'll do
You'll examine the fundamental IoT design issues, and the current and emerging hardware and software technologies that are used to support a range of IoT applications.
To study this module, you need to take the Introduction to Programming module in year one, or show Java programming knowledge and a basic understanding of communication networking environments, from both a hardware and a software perspective.
What you'll learn
When you complete this module successfully, you'll be able to:
- Evaluate the design and development of technologies on different layers, for typical IoT systems
- Evaluate the current and emerging issues in the research and development of IoT that cover current architectures, technologies, applications and trends
- Develop effective applications or protocols to exploit commercially available sensors and actuators in an IoT architecture
What you'll do
You'll explore this through the use of the CCI Motion Capture Suite and industry-standard software.
What you'll learn
When you complete this module successfully, you'll be able to:
- Appraise theoretical and practical aspects of performance capture technology to understand the character animation production process
- Demonstrate an understanding of the technical aspects of 3D character animation and performance capture technology
- Demonstrate the ability to apply the appropriate judgement and techniques needed to ensure that the fidelity of an actor's performance is preserved, from capture to data delivery as effectively as possible
Additional content
Changes to course content
We use the best and most current research and professional practice alongside feedback from our students to make sure course content is relevant to your future career or further studies.
Therefore, some course content may change over time to reflect changes in the discipline or industry. If a module doesn't run, we'll let you know as soon as possible and help you choose an alternative module.
How you're assessed
You’ll be assessed through:
- practical projects
- working journals
- academic and evaluative essays
- performances
- oral presentations
- examinations
- case studies
You’ll be able to test your skills and knowledge informally before you do assessments that count towards your final mark.
Teaching
Teaching methods on this course include:
- lectures
- workshops
- seminars
- one-on-one tutorials
You'll practice skills in small groups, to make sure you're getting the development you need. There's an emphasis on group work, to mirror what it'll be like in your future career.
You can access all teaching resources on Moodle, our virtual learning environment, from anywhere with a Web connection.
For more about the teaching activities for specific modules, see the module list above.
How you'll spend your time
One of the main differences between school or college and university is how much control you have over your learning.
We use a blended learning approach to teaching, which means you’ll take part in both face-to-face and online activities during your studies. As well as attending your timetabled classes you'll study independently in your free time, supported by staff and our virtual learning environment, Moodle.
A typical week
We recommend you spend at least 35 hours a week studying for your Creative Media Technologies degree. In your first year, you’ll be in timetabled teaching activities such as lectures, tutorials, seminars, practical classes, workshops and supervised studio sessions for about 10 hours a week. The rest of the time you’ll do independent study such as research, reading, coursework and project work, alone or in a group with others from your course. You'll probably do more independent study and have less scheduled teaching in years 2 and 3, but this depends on which modules you choose.
Most timetabled teaching takes place during the day, Monday to Friday. You may occasionally need to go to University and course events in the evenings and at weekends. There’s usually no teaching on Wednesday afternoons.
Term dates
The academic year runs from September to June. There are breaks at Christmas and Easter.
Supporting your learning
The amount of timetabled teaching you'll get on your degree might be less than what you're used to at school or college, but you'll also get support via video, phone and face-to-face from teaching and support staff to enhance your learning experience and help you succeed. You can build your personalised network of support from the following people and services:
Types of support
Your personal tutor helps you make the transition to independent study and gives you academic and personal support throughout your time at university.
You'll have regular contact with your personal tutor in learning activities or scheduled meetings. You can also make an appointment with them if you need extra support.
You'll have help from a team of faculty academic skills tutors. They can help you improve and develop your academic skills and support you in any area of your study.
They can help with:
- improving your academic writing (for example, essays, reports, dissertations)
- delivering presentations (including observing and filming presentations)
- understanding and using assignment feedback
- managing your time and workload
- revision and exam techniques
As well as support from faculty staff and your personal tutor, you can use the University’s Academic Skills Unit (ASK).
ASK provides one-to-one support in areas such as:
- academic writing
- note taking
- time management
- critical thinking
- presentation skills
- referencing
- working in groups
- revision, memory and exam techniques
If you have a disability or need extra support, the Additional Support and Disability Centre (ASDAC) will give you help, support and advice.
Our online Learning Well mini-course will help you plan for managing the challenges of learning and student life, so you can fulfil your potential and have a great student experience.
You can get personal, emotional and mental health support from our Student Wellbeing Service, in person and online. This includes 1–2–1 support as well as courses and workshops that help you better manage stress, anxiety or depression.
If you require extra support because of a disability or additional learning need our specialist team can help you.
They'll help you to
- discuss and agree on reasonable adjustments
- liaise with other University services and facilities, such as the library
- access specialist study skills and strategies tutors, and assistive technology tutors, on a 1-to-1 basis or in groups
- liaise with external services
Library staff are available in person or by email, phone, or online chat to help you make the most of the University’s library resources. You can also request one-to-one appointments and get support from a librarian who specialises in your subject area.
The library is open 24 hours a day, every day, in term time.
If English isn't your first language, you can do one of our English language courses to improve your written and spoken English language skills before starting your degree. Once you're here, you can take part in our free In-Sessional English (ISE) programme to improve your English further.
Course costs and funding
Tuition fees (2023 start)
- UK/Channel Islands and Isle of Man students – £9,250 per year (may be subject to annual increase)
- EU students – £9,250 a year (including Transition Scholarship – may be subject to annual increase)
- International students – £17,900 per year (subject to annual increase)
Tuition fees (2024 start)
- UK/Channel Islands and Isle of Man students – £9,250 per year (may be subject to annual increase)
- EU students – £9,250 a year (including Transition Scholarship – may be subject to annual increase)
- International students – £18,800 per year (subject to annual increase)
Funding your studies
Find out how to fund your studies, including the scholarships and bursaries you could get. You can also find more about tuition fees and living costs, including what your tuition fees cover.
Applying from outside the UK? Find out about funding options for international students.
Tuition fees terms and conditions
Additional course costs
These course-related costs aren’t included in the tuition fees. So you’ll need to budget for them when you plan your spending.
Costs breakdown
Our accommodation section shows your accommodation options and highlights how much it costs to live in Portsmouth.
You’ll study up to 6 modules a year. You may have to read several recommended books or textbooks for each module.
You can borrow most of these from the Library. If you buy these, they may cost up to £60 each.
We recommend that you budget £75 a year for photocopying, memory sticks, DVDs and CDs, printing charges, binding and specialist printing.
If your final year includes a major project, there could be cost for transport or accommodation related to your research activities. The amount will depend on the project you choose.
If you take the Student Enterprise Module, you’ll need to pay an additional cost of approximately £20.
You'll need access to a digital camera for one of the optional units.
You may need to contribute up to £20 towards occasional coach trips.
If you take a placement year or study abroad year, tuition fees for that year are as follows:
- UK/Channel Islands and Isle of Man students – £925 a year (may be subject to annual increase)
- EU students – £925 a year, including Transition Scholarship (may be subject to annual increase)
- International students – £1,800 a year (subject to annual increase)
Apply
How to apply
To start this course in September 2023, please apply through Clearing.
Got your results? Apply online now
Alternatively, call our Clearing Hotline on +44 (0)23 9284 8074 or visit our Clearing Hub to chat with us online.
Our Clearing Hotline is open:
- 9am–5pm Monday to Thursday
- 9am–4pm Fridays
- 8am–8pm Thursday 17 August (A Level/T level results day)
- 8am–7pm Friday 18 August
- 10am–3pm Saturday 19 August
Waiting for your results?
Visit our Clearing Hub for the latest information and to request a results day call back.
International students
We welcome Clearing applications from international students and you can apply in exactly the same way as UK students do.
Applying for Year 2 or 3
If you've already completed part of this course with us or another university and would like to apply for the second or third year, use our online application form.
To start this course in 2024, apply through UCAS. You'll need:
- the UCAS course code – P3P1
- our institution code – P80
If you'd prefer to apply directly, use our online application form.
You can also sign up to an Open Day to:
- Tour our campus, facilities and halls of residence
- Speak with lecturers and chat with our students
- Get information about where to live, how to fund your studies and which clubs and societies to join
If you're new to the application process, read our guide on applying for an undergraduate course.
Applying from outside the UK
As an international student you'll apply using the same process as UK students, but you’ll need to consider a few extra things.
You can get an agent to help with your application. Check your country page for details of agents in your region.
Find out what additional information you need in our international students section.
If you don't meet the English language requirements for this course yet, you can achieve the level you need by successfully completing a pre-sessional English programme before you start your course.
Admissions terms and conditions
When you accept an offer to study at the University of Portsmouth, you also agree to abide by our Student Contract (which includes the University's relevant policies, rules and regulations). You should read and consider these before you apply.