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Course Detail

BA Honours Digital Media

BA Honours Digital Media

Learn about the course below
3 Years
Full Time
Course leader
Fees (Total)
Annual Breakdown
Year 1 - 55,700 Year 2 - 55,700 Year 3 - 55,700

Forbes ME Higher EducationOur BA Honours Digital Media programme has been designed in consultation with industry to provide students with a curriculum which meets the practical, technical and theoretical demands of a career in the fast-paced creative industries. 

Middlesex University Dubai was awarded ‘Best Media Centre’ in the region at the Forbes Middle East Higher Education Awards 2019.

Course Highlights

Providing a balance between theory, practice, and creative work is the central focus of this degree. The course teaches a broad range of the latest content production techniques alongside cutting edge contemporary academic debates and methodologies surrounding digital media. Practice-based work includes video production, web design and HTML programming, data visualisation and smart environments. You will also use APIs and analytics to produce, manage and promote content and campaigns through various social media channels.

Mode of Study Options: It is expected that by September 2021 we will have In-person classes and these could be supported by an online element. It is too early to commit to a 100% Online at present as it will depend on the Health & Safety situation and KHDA permissions. We can say at present that if the Health & Safety situation warrants it there could be a 100% online along with in-person classes.

Find out more here

Theoretical topics of study will include: gender, identity and new media, spatiality and new media, blogging cultures, open and collaborative cultures, immersive and smart environments, social, locative, and mobile media. Practice based work will include: video production, website design, information design, and editing using Abode Creative Suite, Avid and Apple software, visualisation and informatics, and smart environments design. Throughout the course, emphasis is given to producing creative works of a professional, industry-standard and high-quality finish. 

  • Year 1

    • Social Media and the World Wide Web (30 Credits) - Compulsory

      This module includes 70% of practice-based knowledge and skills and 30% knowledge in theoretical frameworks and historical contexts. The module reviews the history and theory of the internet from its early development to today. It explores contemporary theoretical frameworks, debates and critical discourses on social media and online media. Media production skills include:

      • applied knowledge in social media promotion (rich, buzz and marketing)
      • video production
      • blog publishing
      • HTML programming
      • creating and disseminating content online using a variety of platforms and as appropriate to target audience/community
    • Information Design Online and for Print (30 Credits) - Compulsory

      This module introduces the principles of information design for print and online publications. The module explores the history and theory of typography and the ways typography can be used to communicate meaning. Utilising a range of desktop publishing tools for the creation of visual information designs, the module offers technical skills in the processing of digital images for print and online and introduces methods for the visualisation of data sets. This module focuses on the design, presentation and communication of information for print and online publications. You will gain detailed understanding of the history and practices of information design for both print and online publications. You will be required to use this knowledge to gather, analyse and present information in order to create and communicate meaning effectively. The module focuses on design and layout principles and establishes a good understanding of desktop publishing rules and conventions. The module introduces both industry standard software as well as freeware software for the creation of layout designs online and in print.

    • Network Cultures (30 Credits) - Compulsory

      This module examines the relationship between culture and society and new media. It explores the history of networked cultures and their impact on the development of culture and society. The module introduces key theoretical frameworks and approaches in cultural studies which you are encouraged to use and apply to the analysis and examination of popular culture and network cultures in particular. The module aims to introduce you to issues concerning the study of popular culture and its historical approaches and contexts – with a focus on digital and networked cultures. Case studies can include:

      • mobile phone culture
      • activism, SMS and protest
      • mobility and social theory
      • critical analysis of trends and fashions such as the Selfie
      • oopen cultures, such as open source cultures, copyright and CC incensing
      • blogging cultures

      Content in lectures, seminars and workshops explores the local and the global dynamics of networked cultures and their intrinsic connection to contemporary debates about the market, consumer culture, globalisation, hybridity and cultural identity.

    • Media Analysis (30 Credits) - Compulsory
      To equip students with the key skills for academic study in their programme; To introduce students to processes of meaning production in the media alongside developing a critical understanding of issues and concepts of cultural representation; To provide a critical context in which to introduce students to their Personal Development Portfolio PDP and graduate skills in personal learning and career planning.
  • Year 2

    • Digital Media Practice (30 Credits) - Compulsory

      This module offers 100% media production skills. The module focuses on media production formats such as video production (DSLR cameras, lighting kits, two-camera interviews), sound recording and mixing, advanced image processing with Photoshop and InDesign Adobe, advanced post-production and video editing with Premier and Final Cut Pro (industry-standard editing software packages). Web design with HTML, live media campaigning, conceptualising and building smart phone applications will also be covered. This module requires to produce practice-based work that is creative and self-reflexive and adaptable to multiple platforms (on and off line).

    • Digital Media Research Methods (30 Credits) - Compulsory
      The module is designed with 50% theoretical/50% practical that prepares you for the Independent Project in Year 3– whether that takes the form of a work placement, an extended essay or practice-based work. The module is specifically designed to teach you how to devise and develop independent research projects within the framework of digital media and to train you to use the latest tools and programmes to do research on digital media. The module will instruct you in the design of a research project, including budgeting, basic project planning and management skills, calculation of expenditures, and will guide you across the learning of the new and cutting edge techniques and methods for digital data analysis, such as data scraping and API extraction, data visualisation, basic social network analysis, digital ethnography, social media content analysis, big data analytics, and how these interface with more traditional media research methods such as interviews, questionnaires and focus groups. The module enables you to learn, evaluate and experiment contemporary techniques and approaches in digital media research and apply this knowledge to the design of a research proposal, the development, planning and execution of a research or practical project.
    • Digital Cultures (30 Credits) - Compulsory

      This module presents key theoretical frameworks with which to examine past, current and emerging practices in digital media. You will review technological developments from the history and development of the internet to the rise of social media today and will be introduce key debates surrounding digital media practices and to examine contemporary examples of digital media cultures. The module takes special focus on theoretical tools and empirical methods for reflecting upon personal and everyday experience of digital cultures, and draws on a range of case studies from popular culture (cinema, video games, media art, social media platforms) in order to explore digital cultures and the role of digital technologies in the shaping of cultural production, popular culture and everyday communication. The module offers a good understanding of political, economic and ethical considerations pertaining to digital cultures.

    • Visual Cultures (30 Credits) - Optional

      This module provides a range of discourses for thinking about visual cultures that will deepen your understanding of other modules and professional practices. This module aims to develop your communication skills and self-discipline by meeting regular essay deadlines throughout the year. The module is designed to combine analysis of texts with a diet of relevant theoretical material to enable you to engage in sophisticated textual analysis. It will draw upon a variety of different primary texts with both general ideas about visual culture drawn from media studies, cultural studies, critical theory and film theory and specialist academic materials on the specific examples given.

      The module will be divided into three blocks, introducing visual culture, and more specific blocks looking at particular "visual cultures". In the first block, you will be given a brief overview of the history of visual media. This block will then go on to introduce key academic ideas about the uses of still and moving images in culture. The second two blocks will focus on discrete areas of study. These will all be from a critical rather than practical perspective. Examples of the sorts of topics that could be included are:

      • sculpture
      • the gaze
      • graphic design
      • self-portrait
      • ooutdoor advertising
      • photo-journalism
      • Roland Barthes
      • trauma and the image
      • aesthetics of games
      • calligraphy
      • the western
      • manga and anime
    • Storytelling for Games Cultures (30 Credits) - Optional

      Games have become a significant part of our lives. This module will explore some of the important cultural aspects that games have including such topics as ludology, ethnicity, gender, addiction, ethics, gamification and serious games. This module aims to introduce a range of theories, methods and concepts relating to games, animation and digital culture. Close reading of key theoretical texts introduce critical and methodological approaches to further develop an understanding of academic research methods and essay writing skills.

    • Creative Industries Work Placement (30 Credits) - Optional

      This module requires you to complete a work-placement in a selected sector in the industry. The module runs in cooperation with the Employability Support Services. The work-placement must take place either from January to May or June to August. It offers an alternative option in the event that a work-placement is not secured, in which you must complete a self-promotion portfolio including a professional practice-based project and a critical reflection on present and past professional experience.

      You will have the opportunity to learn about, consider and discuss the nature of contemporary work in the media and cultural industries and in related fields. This part will explore how people organise their working lives, what types of employment are on the rise, and which are in decline, what exactly are 'the cultural industries', and why are they the subject of so much discussion.

      The module examines the broader factors surrounding and shaping the types of organisations and industries that your work-placement, and ultimately employment, will be in. Most employers recruiting for interesting graduate jobs nowadays want graduates who are knowledgeable problem-solvers (with equal knowledge in technical production skills), and the lectures and seminar-based part of this module will help develop these skills. The module provides fundamental employability skills in CV writing, letter writing, job hunting and interviewing.

  • Year 3

    • Locative Media and Mobility (30 Credits) - Compulsory

      This module offers a balance between theoretical frameworks and practice-based applications of locative media. The module explores the notions of spatiality, temporality, mobility and urbanism through practical applications of locative-media tools and applications. The first half of the module will explore the analysis of theoretical frameworks concerning the changes in spatiotemporal perception brought about by ICTs. The second half will explore hands-on practical applications of contemporary location-based technologies, tools and applications.

    • Project Management and Innovation (30 Credits) - Compulsory

      This module prepares you for a professional career. The module requires the production of a 'live project' working with a client. This means that you must produce a live project in response to a real-client brief. Through the Media department's industry links, contacts and collaborations with companies from the industry will be encouraged. The module gives strong emphasis on employability skills and includes specialist workshops for CV writing, letter writing, interview training, as well as gives access to technical production resources such as the sound recording studio, post production suites and use of the TV studio. You will develop a professional portfolio including business cards, CV and professional profiles on online networking tools and platforms. You will be required to contact clients, agencies and work in close collaboration with professionals from the cultural and creative industries. This module will have the direct support of the University's Employability Support Office.

    • Independent Project (30 Credits) - Compulsory

      The independent project module requires you to engage in the development and execution of a sustained project (written or practical) that is relevant to the field of digital media and the study of digital humanities. The module offer skills in professional practice and research with an emphasis on self-directed and independent learning. The module requires to engage critically with theoretical discourses and debates, as well as practical applications of media and technologies - encountered in the course. The project takes one of two forms: a written dissertation project of 7,000 words or a creative, practical industry-standard project accompanied by a sustained critical reflection of 3,500-4,000 words (detailing the process of development and execution) and a business plans (including budget and promotion strategy).

    • Culture, Consumption and Identity in the Digital Age (30 Credits) - Optional

      This module explores key arguments and debates concerning subjectivity, consumer culture and digital media. The module aims to develop knowledge and understanding on the role of new media in shaping cultural identities and especially in relation to the development of global consumer culture. The module develops advanced skills in ethnographic research methods. Since the Enlightenment the way in which the self has been understood and experienced has been central to the development of consumer culture. In recent times it has been argued that it is consumption, rather than any other social factors, that shapes our identities. The purpose of this module is to examine digital media promotional practices under this premise and explore debates regarding the relationship between identity (collective and individual) and consumer culture.

    • Open Cultures (30 Credits) - Optional

      The module examines the debates surrounding digital media in relation to the frameworks of "openness" that pertain to digital media cultures, and specifically looks at the cultures of sharing and collaborative work, tools and practices. The module builds on prior knowledge acquired in previous modules. The module focuses on advanced contemporary debates in media cultures and takes special focus on the current practices of collaboration and sharing in relation to consumption, work and the creative economy, which stem out of the latest technological developments.

      The module offers the framework for a cultural understanding of the current notions of openness, sharing and collaboration in the digital media industry and the professional skills required for this kind of practices. You will be introduced to a range of case studies with which to analyse and critically challenge trends and phenomena of openness, collaboration and sharing in relation to a variety of instances, such as collaborative practice for work and labour, co-creation, commons-based peer production, co-design and co-living, and be able to reflect upon your own professionalisation in the digital industry.

    • Gender, Identity and New Media (30 Credits) - Optional

      The module will critically examine the role of new media in the shaping of identities off and online and critically interrogate the representation and understanding of gender by online cultures. The module will use contemporary case studies such as the recent 'gamergate' controversy. Gender, identity and new media is a growing research area in digital humanities. This module will include the most up-to-date critical discourses in this subject and draw from feminist theories in order to create a contemporary understanding of the constitution of gender and sexuality in contemporary society and digital cultures in particular.

Classes are held at our Dubai Knowledge Park campus Monday to Friday between 8:30am and 6:30pm (Please note: there will be No Classes scheduled on Friday’s between 12.00pm to 2.00pm). Additional sessions may be scheduled over the weekend or holiday periods and you should expect to receive notice of these in advance.

You will be actively involved in a range of learning, teaching and assessment approaches as part of your programme. These approaches ensure that you are involved and engaged by placing you at the centre of your own learning. You will be required to actively participate in learning activities and engagement with your fellow students, both individually and collaboratively. Faculty increasingly use existing and emerging technologies and your programme will be facilitated using a variety of media and online tools (My Learning on UniHub, podcasts, wikis, etc.) which will allow you access to a diverse range of online resources and learning materials. By engaging in e-learning you will also be developing skills of which are essential for your learning and highly valued by employers. Such skills including flexibility, communication, IT skills and team work.

We accept students with a diverse range of entry qualifications and from varying backgrounds. The following international qualifications are normally considered for admission:

Successful completion of the Middlesex University International Foundation Programme (IFP)*** (equivalent programmes from other Universities/Colleges/Institutes will be considered).
Indian Secondary School Certificates issued by the CBSE/ISC boards/NIOS/All State Boards may be considered: minimum grade of 60% overall
Minimum two, maximum three subjects, with grades of B,B,C (three subjects) or with A*, A* (two subjects)
You must have passed the full IB Diploma. In some cases applicants will also need to have studied certain subjects at Standard or Higher Level. If you are unsure about the suitability of your qualifications or would like help with your application, please contact for support.

Students who have completed their GCSEs are eligible to join our International Foundation Programme – a one year programme to prepare students for entry onto our Undergraduate Programmes. Please note that students must meet the British AS and A Level entry requirements in order to gain entry into the First Year of any one of our Undergraduate Programmes.

UAE’s General Secondary Education Certificate Examination Grade 12 (Tawjihiya) plus successful completion of the Middlesex University International Foundation Programme (IFP)*** or equivalent programmes
Completion of Year 1 at a recognised post-secondary institution (university / college). Candidates that have successfully completed FSC/HSC are admitted to the Middlesex University’s International Foundation Programme (IFP)***
Minimum overall grade of 12. Students completing the High School Diploma are admitted to the International Foundation Programme (IFP)***
Candidates are admitted to the International Foundation Programme (IFP)***
National Curriculum of the countries of Russia, Azerbaijan, Kazakhstan, Kyrgyzstan, Turkmenistan, Tajikistan, and Uzbekistan: Candidates are admitted to the International Foundation Programme (IFP)***
Candidates are admitted to the International Foundation Programme (IFP)***
Students with American High School Diploma are eligible to join our Foundation programme. However, if you have passed the American High School Diploma with the university required GPA and SAT or ACT or AP Scores you may be eligible for direct entry into Year 1 of the undergraduate programme. If you are unsure about the suitability of your qualifications or would like help with your application, please contact for support.
BTEC Level 3 qualifications***** (suite of qualifications known as Nationals) may be considered for direct entry into an undergraduate programme

***** BTEC qualifications (QCF) (suite of qualifications known as Nationals) are acceptable both on their own and in combination with other qualifications. Applicants are expected to have studied for the Diploma or Extended Diploma. The Certificate, Subsidiary Diploma and 90 Credit Diploma are expected to be studied in combination to equal that of at least the Diploma (for example, the Subsidiary Diploma would need to be offered in combination with either a Diploma or two GCE A levels).

 Note: *** International Foundation Programme (IFP) is a one year programme to prepare students for entry to Undergraduate programmes

This list shows only a selection of qualifications. If your high school system does not appear here, please contact our Admissions Office and we will be able to advise you further.

English Language Requirements (Undergraduate)

All programmes at Middlesex University Dubai are taught in English and applicants with previous education outside of English-speaking countries (such as the UK, the United States, Canada, England, Ireland, Australia, New Zealand), must demonstrate English language proficiency as follows:

English Language Test

Entry Requirement

IELTS Academic

6.0 (minimum 5.5 in each band)

TOEFL Internet-based

72 (17 in listening & writing, 20 in speaking and 18 in reading)

PearsonPTE Academic


Additionally, students with the following qualifications may be considered as having met the English language requirements:

English Language

Entry Requirement

GCSE/IGCSE/O-Level English

(as a first or second language)

Grade C or Higher

CBSE/ISC boards/NIOS/All state boards

Minimum grade of 65% in English

International Baccalaureate

Minimum grade 5 in English A1 (Standard or Higher Level) in IB OR a minimum of grade 5 in English B (Higher Level)

West African/Nigerian Curriculum


Minimum grade “C6“

For admissions related enquiries, kindly contact our admissions team on 0097143678100 / 0097143751212 alternatively you can email on

After completing the degree in Digital Media, graduates will have a wide range of skills which make them suitable for various roles within the creative industries, such as: social media analyst, social media manager, account director, accounts creative, marketing officer, digital account manager, media officer, online content manager, production manager, video and blogging community management, and many more. 

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