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Masters Degrees (Audio Technology)

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Music Technology is a rapidly evolving field of study with a diverse and expanding range of possibilities. Read more

Aims

Music Technology is a rapidly evolving field of study with a diverse and expanding range of possibilities.

The MSc in Audio Technology is designed to go beyond the simple provision of training, and to instead enable you to engage with current debates and actively participate in some of the most vibrant areas of contemporary research.

Throughout the course you will be encouraged to demonstrate self-direction and autonomy as you critically explore and define your position within the wider field. One overarching aim is that you should leave the course as not only an adept user of various hardware and software technologies, but as someone able to actively shape and develop their own, responding as necessary to future developments.

Thus, in addition to developing your theoretical and methodological understanding, the MSc in Audio Technology features a strong emphasis on practical work in a number of different (but related) areas. For example, you will study modules in Advanced Studio Practice, Sound on Screen, Music Computing and Musical Human-Computer Interaction. These are supported by a technology-orientated Research and Development module that provides robust foundation for the final Audio Technology Project.

Acting as summary of all that you have learned and a portfolio going forward, the Audio Technology Project provides an opportunity to plan and execute a substantial project in an area of personal specialism or interest. Innovative projects are encouraged, and there exists the potential for interdisciplinary and/or collaboration with practitioners in other fields.

Fees and finance

2015/6 Home/EU International
Full time £5,750 £11,960
Part time £2,875

These fees are applicable for new entrants in 2015/6. Fees are for the academic year only, any subsequent years may be subject to an annual increase, usually in line with inflation.

The University also offers a postgraduate loyalty discount: If you have completed an undergraduate degree at the University of Wolverhampton, you may be eligible for a 20% discount on the first year of a taught postgraduate programme.

Employability

The course will actively equip both graduates and those already in industry with a diverse range of skills to enhance their career prospects. It will also develop a range of opportunities for experience and employment in areas such as studio recording, media production and content creation, video game and software development, education (FE/HE), research assistantships/studentships, and employment in HE institutions.

In addition to subject-specific practical skills, you will also acquire a range of transferable skills relevant for pursuing a research degree. These include critical, analytical, project management and research skills from the study of a broad spectrum of literature, research, and external projects.

Outcomes

- Demonstrate knowledge and critical understanding of a variety of issues in the expanded field of contemporary music technology, taking an independent and rounded perspective.
- Apply theoretical discourse relating to aspects such as technologised production and performance, reactive/interactive/non-linear media, and computational creativity (etc.) to practice through a systematic understanding of historical, contextual, philosophical, technical and scientific theory.
- Select, interpret, develop and apply a variety of research methodologies appropriate for their work.
- Critically evaluate and use a wide variety of hardware and software technologies, and, where appropriate, develop their own.
- Exercise personal autonomy in learning through effective self-organisation and management of workload in both individual and group scenarios.
- Understand the possibilities afforded by the contemporary, expanded field of music technology (including its gaps and trends), and be able to position their own work, interests and aspirations within this wider context.

Why Wolverhampton?

The course offers an explicit and concerted move away from the notion of “training” in how to use specific software and/or other music technologies in favour of a more balanced synthesis of theory and practice.

The proposal for the Audio Technology Project is developed in the Research and Development module, providing time and opportunity to consider the project’s direction thoroughly, and to explore possibilities for collaborative/interdisciplinary working.

Course staff specialise in both traditional/well-established areas of music technology (studio production, film sound, audio synthesis and processing) and flourishing areas of contemporary research (musical interaction, generative music).

A wide range of career routes are open to graduates of the course. These are largely dependent upon the nature of the work the student chooses to produce, but may include: studio production, sound for games and film/video/animation, interactive media, interaction design, creative software development, design for music technology, post-compulsory and higher education.

The University of Wolverhampton continues to develop state of the art facilities to greatly enhance your learning experience. The Performance Hub, opened in 2011, has a diverse range of fully equipped music teaching, performance and practice rooms (accommodating single person to large band / ensemble), two high-end professional recording studios, and two bespoke technology suites boasting sixty Apple iMacs running industry standard software including Pro Tools, Logic Pro, Max, Pure Data and SuperCollider.

Our two recording studios offer the perfect blend of digital and analogue technologies giving students the opportunity to combine classic analogue recording technique with the flexibility and reliability digital technology provides. As well as a dedicated live room each for recording, for increased flexibility and choice of room acoustic, any of the music rehearsal rooms surrounding each studio can also be patched into the studio's control room.

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Taking the science of musical sound as your focus, you’ll work in a cross-disciplinary environment, using theoretical and experimental work to explore the musical, technical and multimedia applications of acoustics and audio technology. Read more

Taking the science of musical sound as your focus, you’ll work in a cross-disciplinary environment, using theoretical and experimental work to explore the musical, technical and multimedia applications of acoustics and audio technology.

The programme aims to:

  • provide a broadly based, scientifically oriented foundation in the area of music, acoustics and audio technology
  • develop skills in research, computation, design and analytical problem-solving
  • create a multidisciplinary learning environment that will prepare the student for careers in which a strong understanding of music/audio technology is required
  • develop an ability to appreciate, understand and develop the creative potential of sound design

The emphasis of this programme is on science and technology in the context of musical and multimedia applications. 

Programme structure

The MSc is taught by a combination of lectures, seminars, tutorials and practical work. Courses are assessed through a combination of report submissions and written examinations. In the final three months, you will carry out an individual project, which is assessed by submission of a dissertation.

Learning outcomes

Students who successfully complete this cross-disciplinary programme will develop skills in the area of music, acoustics and audio technology.

Graduates will have a thorough understanding of the appropriate technologies and the science underlying them, as well as an understanding of their role in a wider creative arts environment.

Career opportunities

A knowledge of the science behind music and music production can prove a great asset in your career. Qualified technicians and producers are in demand in all areas of music, as are acoustic scientists. The programme will provide you with the perfect foundation for further study if you’d prefer to continue on an academic path. The highly transferable skills you’ll gain in communication and project management will also take you further up whichever career ladder you choose to climb.



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Audio engineering and the science behind it plays a major role in the delivery of music and sound, be that during gigs, conferences or in the recording studio. Read more
Audio engineering and the science behind it plays a major role in the delivery of music and sound, be that during gigs, conferences or in the recording studio.

Your course combines the study of acoustics, audio system design and software engineering, ensuring you gain a thorough understanding of all aspects of audio and the science behind it. It's our facilities that make us stand out from the crowd. They include a reverberation and anechoic chamber, a suite of high-quality professional music studios and the latest computer resources for software engineering.

You will study advanced audio engineering, including loud speaker design, interface and interactivity, theoretical acoustics, applied acoustics, advanced audio engineering and audio software engineering. You will learn digital signal processing, how to generate audio effects, how to use research on psychoacoustics, analogue modelled effects and music information retrieval. You will also examine the very latest research which is leading to better audio effects.

- Research Excellence Framework 2014: our University demonstrated strength in five emerging areas of research which it entered into the assessment for the first time, including in music, drama, dance and performing arts

Visit the website http://courses.leedsbeckett.ac.uk/audioengineering_msc

Mature Applicants

Our University welcomes applications from mature applicants who demonstrate academic potential. We usually require some evidence of recent academic study, for example completion of an access course, however recent relevant work experience may also be considered. Please note that for some of our professional courses all applicants will need to meet the specified entry criteria and in these cases work experience cannot be considered in lieu.

If you wish to apply through this route you should refer to our University Recognition of Prior Learning policy that is available on our website (http://www.leedsbeckett.ac.uk/studenthub/recognition-of-prior-learning.htm).

Please note that all applicants to our University are required to meet our standard English language requirement of GCSE grade C or equivalent, variations to this will be listed on the individual course entry requirements.

Careers

Whether you are a recent graduate or an audio professional wanting to move up the career ladder, your course combines so many areas of audio you will be able to tailor your studies to your individual interests and ambitions. This could be in live sound, designing venues for live sound, studio design, or as a sonic artist.

- Audio Designer
- Production Engineer
- Acoustic Consultant
- Live Sound Engineer

Careers advice:
Visit the careers site - https://www.leedsbeckett.ac.uk/employability/jobs-careers-support.htm

Course Benefits

You will have access to a phenomenal array of the latest equipment, including our reverberation chamber - in which you can move panels to control reverberation time and accurately create spaces - while our anechoic chamber will provide you with experience of measuring audio equipment.

Thanks to our strong links with live sound industries and audio plug-in development software companies you will hear from industry experts at guest lectures, while our tutors are some of the best acousticians around.

If you're an audio professional, we'll help you formalise your knowledge of acoustics and live sound - from setting up PA systems, sound checks and making modifications when the audience arrives, to improving your knowledge of what is happens to sound so you can build a system that gives an audience the best possible experience.

Core Modules

Acoustics
Develop your expertise in the application of acoustic theory and measurement techniques, and develop skills in communicating their findings in a professional manner.

Advanced Audio Engineering
Explore the technical considerations and challenges behind capturing, processing, recording and reproducing audio signals.

Audio Software Engineering
Study the role that software design and engineering plays in the professional audio industries. You will investigate digital signal processing techniques used for the analysis and manipulation of sound in the production of your own audio software.

Research Practice
Develop your awareness of the methods and skills required in order to carry out successful masters level research.

Final Individual Project
Combine your previous learning into a significant piece of work, the nature of which is determined by you. You will need to reflect and critically evaluate the methods you use.

Interfaces & Interactivity
You will create interactive (or reactive) musical or artistic systems, learning how to integrate control technologies in practical projects, and develop original systems for creating and manipulating sound or music.

Negotiated Skills Development
We will provide you with the opportunity to develop high-level skills in your particular field of study, with the aim of enhancing both your knowledge and employability.

Collaborative Practice
An opportunity to work in a collaborative environment, developing creative and technical work in small groups. We will provide you with guidance on group management, communication, creativity and inclusivity.

Michael Ward

Senior Lecturer

"Whether you're a recent graduate with a music technology or computing qualification, or an audio professional wanting to move up the career ladder - studying a course that combines so many areas of audio will enhance your employability."

Michael Ward spent many years working simultaneously but separately as a software engineer and as a sound engineer before deciding to combine the two interests and entered academia. As well as taking a lead in the MSc Audio Engineering, Michael also combines his industry experience and takes a lead in undergraduate modules in Audio Software Systems, Acoustics and Critical Listening and Mixing and Mastering. He now combines his academic work with a practice as a mastering engineer.

Facilities

- Library
Our Library is one of the only university libraries in the UK open 24/7 every day of the year. However you like to study, our Library has you covered with group study, silent study, extensive e-learning resources and PC suites.

- Broadcasting Place
Broadcasting Place provides students with creative and contemporary learning environments, is packed with the latest technology and is a focal point for new and innovative thinking in the city.

Find out how to apply here - http://www.leedsbeckett.ac.uk/postgraduate/how-to-apply/

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Course overview. Read more

Course overview

The MSc in Digital Audio Engineering is a unique and innovate course designed to give you advanced knowledge and skills related to digital audio, which can be found in every area of modern technology and culture.  On this course you will gain the creative, investigative and critical thinking abilities to apply your knowledge and skills to real-world situations and problems, such as audio analysis, effects and synthesis plug-ins, digital controllers, installation and embedded systems for public spaces.

Course summary

Digital audio is part of all aspects of modern life. This includes areas such as music and sound production, media and gaming, 3D spatial audio, mobile devices and streaming, online media and the internet of things (IoT), plus many others. The need for people to have the necessary technical and creative abilities to enable and progress how digital audio is embedded in all these areas and many more, is significant.

The course promotes an independent and self-motivating approach to learning by encouraging you to develop real-world technical expertise to effectively innovate, design, develop and operate a range of digital audio systems. Upon graduation you will be prepared as a professional, equipped with the necessary theoretical and practical knowledge to develop a successful career as a digital audio engineer.

The course provides you the opportunity to engage in a wide range of digital audio application developments and potential collaborations with postgraduate students in other areas of the university. These include music technology, software engineering other subject areas in the School of Computing and Engineering and the London College of Music.

The development of learning skills includes processes and activities such as critical appraisal, reflection, literature searching, information technology, peer review, group work, presentation, research, practice/professional skills, note-taking, writing skills, electronic information retrieval, communication skills and independent study at home. These skills will be an integral part of learning courses.

The course modules will enable you to evidence your ability to combine different but related audio engineering subjects in an applied manner. Students from a variety of undergraduate backgrounds in related subjects will be able to enrol and succeed on the course. The type of undergraduate courses students may join the MSc from include:

  • Sound and audio engineering
  • Music technology and music production
  • Computer science
  • Electronic engineering.

As would be expected at masters’ level, there is an appropriate balance of theory and practice, and in order to be successful students will need to demonstrate high levels of analytical, critical and reflective skills alongside a professional level of practical skills and knowledge. Teaching and learning on the programme is underpinned by the research and development activities of the course team.

Modules

  • Mathematics and Signal theory
  • Audio Programming 1
  • Audio Programming 2
  • Digital Signal Processing
  • Emerging Audio Technologies
  • Engineering Research Methods
  • Project.

How to apply

Click the following link for information on how to apply to this course.

Scholarships and bursaries

Information about scholarships and bursaries can be found here.



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IN BRIEF. Study at our state-of-the-art MediaCityUK campus. Enjoy excellent job prospects in a growing field. Tap into the expertise of world-class audio-engineering and acoustics researchers. Read more

IN BRIEF:

  • Study at our state-of-the-art MediaCityUK campus
  • Enjoy excellent job prospects in a growing field
  • Tap into the expertise of world-class audio-engineering and acoustics researchers
  • Part-time study option
  • Based at MediaCityUK
  • International students can apply

COURSE SUMMARY

On this course, you’ll gain practical, theoretical and creative experience of sound engineering, music production and audio technology.

You’ll explore the design, manipulation and production of audio across many platforms, using our state-of-the-art audio-post recording, radio and TV studios to study a mix of sound engineering and theory modules.

The aim of the course is to develop the skills that you’ll need to create and deliver professional audio, whilst under pinning these skills with a sound theoretical background.

94% of our postgraduates go on to employment and/or further study within six months of graduating.DLHE 2009 and 2010

COURSE DETAILS

This course entails both practical based and theory modules. The modules are delivered in the recording studios, the audio technology suite, audio post production suite and lecture theatres.

DURATION

September start

MSc (one year full-time or up to three years part-time)

PgDip (nine months full-time or 18 months part-time)

January start

MSc (16 months full-time)

PgDip (one year full-time or up to two years part-time)

TEACHING

Teaching and learning involves a mix of lectures and practical sound engineering work, involving individual and group learning, There is an emphasis on motivated students' self-study.

ASSESSMENT

Assessment involves a mixture of practical work, report writing and project work. By the end of the course students will have built up a substantial portfolio of audio, video and new media work.

Assessment is approximately divided across the course as follows:

  • Practical work (30%)
  • Report/Assignment (35%)
  • Presentation (5%)
  • Dissertation - that may entail practical elements (30%)

FACILITIES

This degree is based in MediaCityUK,the new home for the BBC, ITV, Coronation Street and parts of the University of Salford. MediaCityUK is located at Salford Quays on the banks of Manchester's historic ship canal. The University has the first four floors of a new, purpose built facility that looks over the water to The Lowry theatre, Imperial War Museum North and the new Coronation Street set. ITV occupy the floors above us, with the three BBC buildings on one side of us and Peel Media Studios on the other.

A number of BBC departments are based at MediaCityUK, having moved from London, including BBC Breakfast, BBC Children's, BBC Radio 5 Live, BBC Future Media and Technology, BBC Learning, BBC Sport and BBC Academy. All of the BBC Manchester operations have also moved to MediaCityUK, including BBC Religion and Ethics, Current Affairs and the BBC Philharmonic.

For more information, check out the Salford MediaCityUK site and the main MediaCityUK site.

Here is a summary of our relevant facilities at MediaCityUK:

  • Audio Post Production and Audio Suite - Mac-based suites that run a range of audio software, including Pro Tools, Reason, Cubase and Reaktor. The Post Production suite has a Digidesign Icon D-command desk running Pro Tools.
  • TV Studios - full professional specification studios. Studio A has separate vision and audio control rooms. Studio B allows for a full 3D virtual studio.
  • Radio Studios - two radio studios, including a small studio space.
  • Computer Suites - a range of Mac and PC based computer rooms for general computer work.

On the main campus, we also have a Pro Tools equipped studio recording complex consisting of four control rooms and recording areas. Please see this brochure for more detailed information brochure.

EMPLOYABILITY

The wide range of skills provided on this course will enhance your employability. Possible career paths include: audio manufacturer research and design, broadcast engineer in audio for radio or TV, audio and visual design and installation, education, interactive media and sonic arts.

Possible career paths include:

  • Audio manufacturer research and design
  • Broadcast engineer in audio for radio or TV
  • Recording studio, live sound engineer, music production
  • Music technology retail
  • Theatre or film audio engineer
  • Musical instrument technology
  • Audio and visual design and installation
  • Education
  • Interactive Media
  • Sonic arts

LINKS WITH INDUSTRY

Staff have strong links with industry either through collaborative R&D projects with industry through the Acoustics Research Centre and our commercial test laboratories.  Our research department is a Centre of Excellence for BBC Research.

FURTHER STUDY

Some students could go on to study a PhD at our world-class Acoustics Research Centre. We have been carrying out acoustics and audio research for over 30 years. Our research is funded by research councils, government bodies, and industry. It has fed into audio products that companies make and sell worldwide, as well as regulations and standards used in the UK, Europe and beyond. We are also involved in public engagement - getting more people aware of and interested in acoustic science and engineering.



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The MA in Music Technology by Research is aimed at research-focused graduates with experience in music technology or audio engineering. Read more
The MA in Music Technology by Research is aimed at research-focused graduates with experience in music technology or audio engineering: both high level creators interested in composition, production and contemporary aesthetic approaches to audio, and those who wish to develop tools for other content composers, performers and analysts.

Overview

The Masters by Research course in Music Technology is aimed at meeting the needs of research-focused graduates with experience in music technology or audio engineering. This stream is specifically focused on developing, assessing and applying technology to current problems and questions in music practice and analysis. It is aimed at both high level creators interested in composition, production and contemporary aesthetic approaches to audio, and those who wish to develop tools for other content composers, performers and analysts. The course recognises that technology is applicable to many areas of musical endeavour, from creation to understanding, and may have many different forms of output including compositions, audio processing software, performance systems, studies of existing technologies etc. The Department has excellent facilities to support a wide range of research activities in this area.

Applicants should be able to articulate a clear research plan, stating its context and citing relevant existing work in the area as well as identifying the type(s) of outputs the research will generate.

Course structure

The MA in Music Technology by Research lasts one year for full-time study or two years for part-time study. Candidates may elect to apply to the MPhil/PhD programme subject to satisfactory completion of the MA by Research, though progression is not automatic. The submission of a final dissertation or portfolio of work is the product of a series of carefully-structured elements produced throughout the duration of the programme in conjunction with supervisory guidance.

Submission options

Submission by dissertation: A dissertation of between 30,000 and 40,000 words investigating the candidate's registered topic, accompanied by a comprehensive resource list of relevant materials (including software, production work, internet and audio-visual resources, etc. as relevant).

Submission by portfolio of compositions: A portfolio of between 3 and 5 technologically mediated compositions for any instrument, voice, ensemble, audio media or multi-media, as agreed with the candidate's supervisor and presented to a professional standard. Each composition will be supported by appropriate commentary of around 2,500 words, discussing the work, the process of composition and related details that situate the composition in a research context; a resource list of relevant materials(e.g. scholarly articles addressing relevant technical, aesthetic and/or cultural issues, software, audio productions, internet and audio-visual resources, etc.) will also be included. If the candidate has conducted substantial research that is not evident in the portfolio, the documentation may be longer.

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-Explore the most advanced studio techniques, technologies and processes at the forefront of current music production. -Unleash your creative potential and cultivate your own individual style to produce original arrangements, mixes, re-mixes and mastering work. Read more
-Explore the most advanced studio techniques, technologies and processes at the forefront of current music production
-Unleash your creative potential and cultivate your own individual style to produce original arrangements, mixes, re-mixes and mastering work
-Deliver comprehensive solutions and support for live sound in a variety of performance settings
-On this postgraduate degree you will create your own A/V interfaces, plug-ins, and programming codes

Why choose this course?

Music specialising in Audio Programming is designed to provide industry-relevant postgraduate education aimed at forming creative professional for the audio, production, and post-production industry, who wish to pursue careers as creative Audio Engineers or Producers within recording, production or as software developers, consultants or audio-media specialists. Students take hands-on sessions in the University's state-of-the-art facilities, including a top-class SSL studio, guided by dedicated tutors with significant industry experience. The postgraduate curriculum covers all the most relevant and current skills of the field, and sessions and assessment are designed to reproduce, as far as possible and appropriate, the realities of the commercial environment.

We are one of the largest music department in the UK, offering a rich portfolio of forward-looking music programmes uniquely designed to develop the most relevant skills in the current industry. The environment is friendly and supportive, and students benefit from being part of a large community of creatives in all fields: from film, to new media, performance, and fine arts.

Our top-class facilities include:
-2 labs, each with 36 workstations dual monitor Apple Intel
-Large recording studio with latest SSL AWS 900+ SE
-Studio with Yamaha 02R/96
-3 monitoring spaces for surround sound
-Dubbing suite for audio-to-video work
-Foley studio for sound design work
-Sony Game studio
-Multimedia studios
-Anechoic chamber
-TV studio
-460-seat state-of-the-art performance venue with A/V recording facilities

Careers

When you graduate from these awards you will be ideally positioned to act as an interface between various music technologies and composers/producers. You may also consider a range of related positions such as lecturer, technical editor for music technology publications and other similar professions in the music industry or consider further study at doctoral level.

Teaching methods

Lecture, seminars and tutorials are typically scheduled over two consecutive days a week, plus some extra sessions for particular workshops, performance and recording. In addition to scheduled sessions, students are expected to engage in self-directed study and studio practice.

Structure

Core Modules
-Creative Economies
-Creative Music Production (Discourse / Reflection)
-Major Study:Music Projects
-Practice 1: Studio Technology, Practices and Processes
-Practice 2: Audio Programming
-Research and Enquiry

Optional
-Creative Economies (Online)
-Research and Enquiry (Online)

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-Explore the most advanced studio techniques, technologies and processes at the forefront of current music production. -Unleash your creative potential and cultivate your own individual style to produce original arrangements, mixes, re-mixes and mastering work. Read more
-Explore the most advanced studio techniques, technologies and processes at the forefront of current music production
-Unleash your creative potential and cultivate your own individual style to produce original arrangements, mixes, re-mixes and mastering work
-Deliver comprehensive solutions and support for live sound in a variety of performance settings
-On this postgraduate degree you will create your own A/V interfaces, plug-ins, and programming codes

Why choose this course?

Music and Sound Technology in Audio Engineering is designed to provide industry-relevant post-graduate education aimed at forming creative professional for the audio, production, and post-production industry, who wish to pursue careers as creative Audio Engineers within recording, production or live sound settings. Students take hands-on sessions in the University's state-of-the-art facilities, including a top-class SSL studio, guided by dedicated tutors with significant industry experience. The postgraduate curriculum covers all the most relevant and current skills of the field, and sessions and assessment are designed to reproduce, as far as possible and appropriate, the realities of the commercial environment.

We are one of the largest music department in the UK, offering a rich portfolio of forward-looking music programmes uniquely designed to develop the most relevant skills in the current industry. The environment is friendly and supportive, and students benefit from being part of a large community of creatives in all fields: from film, to new media, performance, and fine arts.

Our top-class facilities include:
-2 labs, each with 36 workstations dual monitor Apple Intel
-Large recording studio with latest SSL AWS 900+ SE
-Studio with Yamaha 02R/963 monitoring spaces for surround sound
-Dubbing suite for audio-to-video work
-Foley studio for sound design work
-Sony Game studio
-Multimedia studios
-Anechoic chamber
-TV studio
-460-seat state-of-the-art performance venue with A/V recording facilities

Careers

When you graduate from these awards you will be ideally positioned to act as an interface between various music technologies and composers/producers. You may also consider a range of related positions such as lecturer, technical editor for music technology publications and other similar professions in the music industry or consider further study at doctoral level.

Teaching methods

Lecture, seminars and tutorials are typically scheduled over two consecutive days a week, plus some extra sessions for particular workshops, performance and recording. In addition to scheduled sessions, students are expected to engage in continuous self-directed study and studio practice.

Structure

Core Modules
-Creative Economies
-Creative Music Production (Discourse / Reflection)
-Major Study:Music Projects
-Practice 1: Studio Technology, Practices and Processes
-Practice 2: Audio Engineering
-Research and Enquiry

Optional
-Creative Economies (Online)
-Research and Enquiry (Online)

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Video games are evolving rapidly both technically and creatively, and this is creating enormous opportunities for game audio professionals. Read more

Award: Master of Fine Art, University of Chichester

Video games are evolving rapidly both technically and creatively, and this is creating enormous opportunities for game audio professionals. Our master’s degree in Game Music and Audio has been developed in close consultation with the industry to ensure you are learning the skills the industry requires.

The MFA course is an advanced degree and prepares you for a career as both a video game composer and as a game sound designer, the kind of full-stack game audio professional that is increasingly in demand. Scoring video games is rewarding and challenging but highly competitive. Our real-world project based approach, tutored by working professional game composers and sound designers, is designed to help you compete at the highest level. Being able to provide a complete audio service makes you much more employable.

The course will help you develop as a video games composer, raising your music to a new level, helping you find a voice and distinctive style of your own. You’ll also be going further and learning the technology and creative skills required to work as a video games sound designer, creating immersive audio worlds.

You will work on a inspiring range of games, including commercial releases, provided as part of your course materials. You will learn not only how to create inspiring interactive music and sound, but also how to implement your audio inside the game using industry standard middleware like FMOD and WWise.

Degree courses in game audio are few and far between. This is currently the only master’s degree in game audio and composition available entirely online. Whether you want to learn to compose for video games or are looking for a video game sound design course, our MFA will bring you real-world professional tuition you need to lay the solid foundations of a career in video game music and audio.

Course Highlights

- Personal 1-to-1 tuition from top professional composers and sound designers.
- Work on over 30 real-world projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
- Detailed feedback from working professionals, online workshops and tutorial groups, forum discussions and exclusive webinars.
- Unique programme developing key, industry facing skill sets, to prepare you for a career as a composer and/or sound designer for video games.

Fees

All of our postgraduate courses have a flat fee, regardless of whether you are full or part time.

Course: £6,875 / $10,050 / €8,995 (per year for two years)

Fees can be paid as one upfront cost, or as instalments spread monthly across the duration of the course.

Students are required to buy, rent or access additional books, scores, recordings, films and other reference material.

Time Commitment

In the UK, an MFA involves 240 academic credits and each credit represents a notional 10 hours of work..

For Game Music and Audio students there are 34 projects including a longer Major Project at the end of the course.

Practice based creative degrees are notoriously difficult to quantify in terms of how long they take to complete. It depends to a large extent, on how fast you write music. Some students write 5 minutes of music a day while others write 5 minutes a week or less. If you work reasonably productively, i.e. 2-3 minutes a day, which is probably average in the professional working industry, you would complete the work in much less time.

A well organized person, working productively, might be able to complete the course in two or three days a week whereas another working slower, might take 5 days a week. Assume therefore that the full-time lies somewhere between 2 and 5 days a week depending on your work rate. Part time would be pro-rata so a three year schedule would be 1-2 days a week.

The Provisional Schedule

Both full-time and part-time students join the same course. Full time students will compete their taught modules by the end of the 20th month. The rest of the year is spent on their major project. Part time students will do their modules in roughly twice the time.

To encourage a sense of “togetherness”, most of the group activities are not locked into particular modules. Guest lecturers, webinars, workshops and solo live sessions will be scheduled regularly throughout the year and are free for all to attend. The individual module work is normally more focused on individual or small group tuition and so is more flexible in terms of timing.

Application

When you are sure you are ready to apply for the programme, go to the course page and click the “apply now” button. This will take you to our store where you can pay the non-returnable application fee of £50 / €70 / $90.

Once your payment has been processed, you will be able to login and complete the application pack.

We will need your personal details, details of your academic, musical and technical background. If you are offered a place, we will require copies of a number of documents including those confirming your academic history, identity and language ability where English is not your first language.

You will also be required to send us some music.

For full details on the application procedure, please visit our website below.

Visit the MFA Game Music and Audio page on the ThinkSpace Education website for more details!

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On City's MSc in Computer Games Technology you can develop specialist technical skills for a career in the Computer Games Industry. Read more
On City's MSc in Computer Games Technology you can develop specialist technical skills for a career in the Computer Games Industry.

Who is it for?

This course is aimed at students with a passion for computer games and a strong interest in programming. It is designed for students with an undergraduate degree in a numerate subject with substantial computing content, or those who wish to update their skills after a time in industry as a computing professional.

Objectives

The course is designed for you to develop:
-Strong technical skills suitable for professional programming roles in the game industry.
-Specialist knowledge in computer graphics, AI, physics and audio.
-The ability to design and build game engines from scratch in industry standard languages, including C++.
-Knowledge of the games development process, including the pitch, design, and use of a game engine to build a demo.
-Experience of the planning, management and execution of a major games technology project.

Academic facilities

With over 1,300 workstations, the on-campus computer rooms provide a valuable learning resource and give an opportunity for individuals to do coursework and projects. Computers have games development software including:
-Unity3D
-Unreal
-Microsoft Visual Studio
-Microsoft XNA Game Studio
-MonoDevelop
-MonoGame
-NShader
-FMOD Studio
-FMOD Studio API
-OGRE SDK
-WildMagic Geometric Tools
-Blender
-Adobe Photoshop.

City has recently invested in a new computer lab equipped with high specification NVidia GPUs.

Through City's Interaction Lab and the Department of Computing, there is hardware that can be used for student projects, including:
-Oculus Rift VR Headset
-Emotiv Epoc EEG Headset
-Neurosky Mindwave EEG Headset
-X-Box One Kinect Sensor
-X-Box 360 Kinect Sensor
-Leap Motion (Gestural input device)
-Affectiva Q Band Galvanic Skin Response sensor
-Tobii X-60 Eye Tracker

Placements

As a postgraduate student on a Computing and Information Systems course, you will have the opportunity to complete up to six months of professional experience as part of your degree.

Our longstanding internship scheme gives you the chance to apply the knowledge and skills gained from your taught modules within a real business environment. An internship also provides you with professional development opportunities that enhance your technical skills and business knowledge.

Internships delivered by City, University of London offer an exceptional opportunity to help you stand out in the competitive IT industry job market. The structure of the course extends the period for dissertation submission to January, allowing you to work full-time for up to six months. You will be supported by our outstanding Professional Liaison Unit (PLU) should you wish to consider undertaking this route.

Teaching and learning

The teaching and learning methods we use mean that your specialist knowledge and autonomy increase as you progress through each module. Active researchers guide your progress in the areas of Games Development, Computer Graphics, Artificial Intelligence and Audio, which culminates with an individual project. This is an original piece of research conducted with academic supervision, but largely independently and, where appropriate, in collaboration with industrial partners.

Taught modules are delivered through a series of 20 hours of lectures and 10 hours of tutorials/laboratory sessions. Lectures are normally used to:

present and exemplify the concepts underpinning a particular subject;
highlight the most significant aspects of the syllabus;
indicate additional topics and resources for private study.
Tutorials help you develop the skills to apply the concepts we have covered in the lectures. We normally achieve this through practical problem solving contexts.

Laboratory sessions give you the opportunity to apply concepts and techniques using state-of-the-art software, environments and development tools. In addition, City’s online learning environment Moodle contains resources for each of the modules from lecture notes and lab materials, to coursework feedback, model answers, and an interactive discussion forum.

We expect you to study independently and complete coursework for each module. This should amount to approximately 120 hours per module if you are studying full time. Modules are assessed through written examination and coursework, where you will need to answer theoretical and practical questions to demonstrate that you can analyse and apply computer games technology methods.

The individual project is a substantial task. It is your opportunity to develop an autonomous research-related topic under the supervision of an academic member of staff. This is the moment when you can apply your learning to solve a real-world problem, designing and implementing a solution and evaluating the result. At the end of the project you submit a substantial MSc project report, which becomes the mode of assessment for this part of the programme.

Modules

The programme is composed of eight taught modules and a final project.

The eight modules provide you with a firm grounding in computer games technology, including mathematics, programming, and game engines and architecture along with specialist topics in computer graphics, physics, AI, and audio.

The project component gives you an opportunity to carry out an extended piece of work under the supervision of one of our specialist academic and research staff, at the cutting edge of games technology, in an industrial or academic context.

Core Modules - there are eight Core Modules.
-Games development process
-Computer game architectures
-Computer graphics
-Game Physics and Artificial Intelligence
-Digital Signal Processing and Audio Programming
-Programming in C++
-Systems Specification
-Research, Methods and Professional Issues

Career prospects

Graduates are equipped with advanced knowledge and skills in a range of topics in games technology in preparation for a career in computer games development.

Alumni of the course are working in companies including Rockstar, Sony Computer Entertainment, Electronic Arts, and Codemasters, as well as start-ups and independent studios.

City has a dedicated incubation space, called the Hangout, located in the heart of Tech City that is specially designed for student entrepreneurs from City, University of London who want to get their idea off the ground.

Professional roles include:
-3D Graphics Programmer
-Audio Programmer
-Physics Programmer
-Artificial Intelligence Programmer
-Simulation and Game Engine Programmer
-User Interface Programmer
-Tools and Utility Programmer
-Scripting Languages Programmer
-Networking Specialist
-Porting Programmer

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. . This part-time online programme allows you to learn more about digital technologies and education, and how technology can support learning in different settings – all while balancing your studies with your work and personal life. Read more

This part-time online programme allows you to learn more about digital technologies and education, and how technology can support learning in different settings – all while balancing your studies with your work and personal life.

Aimed at people currently using digital technology in education, the programme focuses on theoretical, professional and practical applications of digital technology. You’ll have the chance to explore microworlds and constructivism, collaborative learning, tutoring systems and more. You’ll also analyse research and development in the field of technology-enhanced learning.

While you study, you’ll gain practical experience of e-learning through using our Virtual Learning Environment (VLE), where you’ll meet and discuss your research with people working around the world.

More information

Please be aware that this is not an IT skills training course. We will expect you to have basic IT skills such as word processing, email and using the internet before you start the programme.

This programme is also available to study as a full-time, Leeds-based programme over 12 months.

Course content

From the beginning of the programme you’ll take core modules that lay the foundations of your studies. In your first year you’ll consider the relationships between learning theories and digital technologies and how software applications can be used for modelling, role play, tutoring systems and other purposes. You’ll expand on this in Year Two as you think about key issues and debates in digital learning and digital technology as a whole, both in the classroom and in society as a whole.

You’ll also develop specialist knowledge when you select from optional modules in each year – you could focus on digital learning environments, language learning through technology and more. If you’re able to attend classes in Leeds, you could even choose one optional module from across the School of Education on topics from educational research to developmental disorders.

Throughout your final year, you’ll also work on your critical study – a major piece of independent research which allows you to demonstrate the knowledge and skills you’ve gained. You’ll work closely with your academic supervisor, who will guide you through your research.

Course structure

Year 1

Compulsory modules

  • Learning with Digital Technologies 30 credits

Optional modules

  • Technology Enhanced Language Learning 30 credits
  • Design and Evaluation of Digital Learning Environments 30 credits
  • Digital Learning in Practice 30 credits

Year 2

Compulsory modules

  • Technology, Education and Society 30 credits
  • Dissertation 60 credits

Optional modules

  • Technology Enhanced Language Learning 30 credits
  • Design and Evaluation of Digital Learning Environments 30 credits
  • Digital Learning in Practice 30 credits

For more information on typical modules, read Technology, Education and Learning MA in the course catalogue

Learning and teaching

To give you hands-on experience of online learning, the programme is taught online. You’ll be provided with online ‘lectures’ in written and audio formats with additional reading material and activities, and you’ll discuss your reading with other students in our forum. You’ll also have online seminars with a choice of times to accommodate people living in different time zones and with varying work schedules.

Assessment

You’ll be assessed using a range of methods to help you develop different skills. These will include your contribution to online discussions as well as essays, projects and project reports, presentations and reflective logs to allow you to evaluate your own learning and practice.

Some modules can be assessed by exam if you would prefer. You can either come to Leeds to sit them here, or pay a separate fee to the British Council to sit the exam in a local British Council Office.

Careers support

We encourage you to prepare for your career from day one. That’s one of the reasons Leeds graduates are so sought after by employers.

The Careers Centre and staff in your faculty provide a range of help and advice to help you plan your career and make well-informed decisions along the way, even after you graduate. Find out more at the Careers website.




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This full-time online programme allows you to learn more about digital technologies and education, and how technology can support learning in different settings. Read more

This full-time online programme allows you to learn more about digital technologies and education, and how technology can support learning in different settings.

Aimed at people currently using digital technology in education, the programme focuses on theoretical, professional and practical applications of digital technology. You’ll have the chance to explore microworlds and constructivism, collaborative learning, tutoring systems and more, as well as analysing research and development in the field of technology-enhanced learning.

While you study, you’ll gain practical experience of e-learning through our Virtual Learning Environment (VLE) where you’ll meet and discuss your research with people working around the world, even though you’re based in Leeds.

Additional Information

Please be aware that this is not an IT skills training course, and we will expect you to have basic IT skills such as word processing, email and using the internet before you start the programme.

This programme is also available to study part-time by distance learning - see Technology, Education and Learning (Distance Learning) MA.

Course content

You’ll take core modules that lay the foundations of the programme, and consider the relationships between learning theories and digital technologies and how software applications can be used for modelling, role play, tutoring systems and other purposes. You’ll also explore key issues and debates in digital learning and digital technology, both in the classroom and in society as a whole.

You’ll then develop specialist knowledge when you select from optional modules in the following semester; you could focus on digital learning environments, language learning through technology or more. To broaden your approach, you could even choose an optional module from other research fields in the School of Education.

Throughout the year, you’ll also work on your critical study: a major piece of independent research that allows you to demonstrate your knowledge and skills. You’ll work closely with your academic supervisor, who will guide you through your research.

Course structure

Compulsory modules

  • Learning with Digital Technologies 30 credits
  • Technology, Education and Society 30 credits
  • Dissertation 60 credits

Optional modules

  • Technology Enhanced Language Learning 30 credits
  • Design and Evaluation of Digital Learning Environments 30 credits
  • Digital Learning in Practice 30 credits

For more information on typical modules, read Technology, Education and Learning MA in the course catalogue

Learning and teaching

To give you hands-on experience of online learning, most of the content is taught online. You’ll be provided with online ‘lectures’ in written and audio formats with additional reading material and activities, and you’ll discuss your reading online with other students in our forum.

You’ll also have online seminars with a choice of times to accommodate people living in different timezones. However, this is a Leeds-based programme and optional modules may involve seminars and tutorials on campus.

Assessment

You’ll be assessed using a range of methods to help you develop different skills. These will include your contribution to online discussions as well as essays, projects and project reports, presentations and reflective logs to allow you to evaluate your own learning and practice.

Careers support

We encourage you to prepare for your career from day one. That’s one of the reasons Leeds graduates are so sought after by employers.

The Careers Centre and staff in your faculty provide a range of help and advice to help you plan your career and make well-informed decisions along the way, even after you graduate. Find out more at the Careers website.



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GET READY TO JOIN A BOOMING INDUSTRY. Gaming and multimedia have assumed an important place in our society, giving rise to a booming industry with turnovers exceeding those of the movie industry and generating leaps in computer software and hardware development. Read more

GET READY TO JOIN A BOOMING INDUSTRY

Gaming and multimedia have assumed an important place in our society, giving rise to a booming industry with turnovers exceeding those of the movie industry and generating leaps in computer software and hardware development. The Master’s programme in Game and Media Technology focuses on the technological aspects of gaming and multimedia in the context of computer science.

In the research programme of gaming and simulation, you will explore:

  • Modelling virtual worlds
  • Creating character animation and behavior
  • Generating effective scenarios
  • Building multi-sensory interfaces

DRAMA, STYLE AND EMOTIONS

It also incorporates such aspects as drama, style, and emotions, with a focus on the technical aspects. Simulating the physics, biology, and psychology of the real world and bringing it to life in multi-sensory simulations are major challenges you will explore in our dynamic programme.

New types of games and hardware reach the market regularly. Moreover, there is increasing recognition of the value of games as an educational tool and the integration of multimedia tools into everyday life is continuing. This creates fertile grounds for those with an advanced degree in the area of Game and Media Technology.

PROGRAMME OBJECTIVE 

This Master’s programme in Game and Media Technology provides you with both fundamental and applied knowledge of the techniques for handling spatial data. You will gain the skills to perform research, analyse, and solve scientific problems — and to keep up with research progress in the fields of geometry, imaging, and virtual environments. Game and Media Technology graduates are highly valued employees in many companies and research facilities. 



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Almost everything we do in our daily lives employs creative technology in one way or another, whether this is film and music, print and broadcast or commerce and interactive entertainment. Read more
Almost everything we do in our daily lives employs creative technology in one way or another, whether this is film and music, print and broadcast or commerce and interactive entertainment. Our increasing dependence on technology means there is a growing need for skilled and highly versatile creative technologists who are able to identify, design, build and implement systems and solutions that stretch the potential of software and programming.

The MSc Creative Technology will equip you to work at the cutting edge of associated industries, with the key analytic and creative skills needed to embrace new and as yet unimagined technologies and their uses. You will gain an enhanced understanding of practice, technology and people, along with the ability to select appropriate working methods and approaches in professional creative contexts. It is also a pathway to further academic study in the field or for those wishing to forge a career within international research.

Course detail

The course offers an in depth and critical approach. Practical learning will allow you to create, apply and evaluate technological solutions in different creative contexts, including programming, web technologies, physical computing and project management. You will also have the opportunity to specialise in particular areas of interest - enabling you to develop a deeper understanding of various elements of the creative technology landscape.

The Masters degree is relevant for technical, engineering, science or mathematics graduates looking to advance their competence in the development and application of technology. It is equally appropriate for creative practitioners with the relevant level of technical experience.

To enhance your professional skills and experience, from day one you will start working on real projects and building your portfolio. By developing your skills as a broad-based, creative technologist, you will be ready to step into relevant roles across a diverse range of sectors, spanning arts practice, academia and research, multinational industry and entrepreneurial start ups.

Format

The course is based on a mixed programme of theory and practice. This will be delivered through a combination of lectures, presentations, seminars, workshops, group work, supervision and placements.

As well as contact hours on campus, you will be encouraged to undertake independent learning through essential reading, case study preparation, and assignment work. Consultancy projects and guest lectures from industry specialists give you invaluable insights into the professional environment.

Throughout the course, each student will be supported by an individual supervisor. You will also have access to high-quality technical and specialist support, facilities, labs and studios.

In addition to developing practical skills, there is a strong emphasis on developing your professional and interpersonal skills, such as presentation, communication, planning, costing and teamwork.

Placements

Placements give you the opportunity to hone your professional skills, gain industry knowledge and expand your network of contacts.

From day one, we encourage you to develop an online portfolio and apply your skills in industry. To support this, we run an online forum and jobs board with details of internships, summer placements and other opportunities with our established industry partners, including Disney Digital Division, LYFT, IBM, E3. CX Partners and Gravity Well.

As a result, many students do commercial work alongside their studies. These range from developing smartphone apps, recording, game and website development and social media. Those wishing to boost their skills can also take advantage of internships and collaborative projects.

You also have the option to gain experience in the international field with one of our partner institutions overseas. We have in-principle agreements set up for placements or exchanges with The Studio for Electro Instrumental Music (STEIM) in Amsterdam, Netherlands; The Experience Design School at Folkwang University of the Arts in Essen, Germany; IT University in Copenhagen, Denmark; and the Hong Kong Design Institute in China. These will last from two to six weeks.

Assessment

We use a range of assessment tools throughout the course, such as coursework, portfolio presentations, academic written submissions, poster presentations and exams for individual modules. You will also complete a dissertation based on the final collaborative project.

Careers / Further study

On graduation, you will have the practical, analytic and interpersonal skills needed to work at all stages of the creative technology process.

Career options include information architecture, creative software and web development, 3D work, motion graphics, composition, performance, production, audio and sound engineering, software engineering, simulations, digital media, mobile device applications, UX, IT, and project management.

You will also be suited for work in areas where there is a heavy reliance on technology such as film, theatre and the digital arts.

With a recognised skills shortage in the region, graduates from the MSc in Creative Technology can realistically expect to find exciting opportunities in the Bristol area as well as further afield.

How to apply

Information on applications can be found at the following link: http://www1.uwe.ac.uk/study/applyingtouwebristol/postgraduateapplications.aspx

Funding

- New Postgraduate Master's loans for 2016/17 academic year –

The government are introducing a master’s loan scheme, whereby master’s students under 60 can access a loan of up to £10,000 as a contribution towards the cost of their study. This is part of the government’s long-term commitment to enhance support for postgraduate study.

Scholarships and other sources of funding are also available.

More information can be found here: http://www1.uwe.ac.uk/students/feesandfunding/fundingandscholarships/postgraduatefunding.aspx

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With children and young people developing sophisticated IT skills even earlier, they expect teachers to use this technology to help them learn. Read more
With children and young people developing sophisticated IT skills even earlier, they expect teachers to use this technology to help them learn. Our online course is designed to match that expectation. Technology is now being used in all education sectors to enhance learning, meaning the onus is on practitioners to develop their skills and use them to support learners and learning within their professional practice.

You'll explore a range of technologies and learning methods across a range of environments ad consider how they can most effectively be used to enhance teaching.

By experiencing the use of these technologies within their own area of study, learners will develop an understanding and appreciation of how they can be used within their own practice.Upon completion you'll have the skills and knowledge to be leading exponents of technology enhanced learning.

Key Course Features

-The programme is delivered entirely online and is accessible to students from countries all over the world.
-The course has been designed to suit practitioners working across a range of teaching and training contexts.
-Participants will develop professional and personal networks encouraging collaboration, peer-peer learning and support.
-Upon successful completion participants will have the skills and knowledge to be leading exponents of TEL and will be at the forefront of the field.
-The course holds Staff and Educational Development Association (SEDA) recognition.

What Will You Study?

Each module makes use of a study calendar and content provided through on-line documents, podcasts, video, synchronous and asynchronous conferencing (using text, audio and video), blogs, wiki pages, web links, file sharing and social networking facilities. Participants also take part in activities which involve them using these technologies to collaborate, share reflections and to construct elements of e-learning material that they can evaluate for use within their own professional context.

By experiencing the use of these technologies within their own study, learners gain an understanding and appreciation of how these could be deployed in their own teaching and gain an insight into the nature of on-line study from the perspective of the student.

Tutors (or ‘coaches’) aim to provide a secure and supportive environment within which participants can explore areas of TEL appropriate to their own professional context. Participants are encouraged to participate in forum debates and to develop communities of practice.

Participants learn with and from each other and are supported as they develop independent skills in finding and evaluating information. In all modules participants are encouraged to relate their studies to their own professional context. Assignments are also rooted in professional practice.

MODULES
YEAR 1
The first year’s study comprises three 20 credit modules. Successful completing of these three modules constitutes the Postgraduate Certificate Learning and Technology:
-Pedagogy and Practice
-Technology and Design
-Implementation and Management

YEAR 2
The second year’s study comprises three 20 credit modules. Successful completing of these three modules constitutes the Postgraduate Diploma Learning and Technology:
-Innovation and Practice
-Accessibility and Assessment in the Digital Age
-E-research and digital scholarship

YEAR 3
The final year consists of the 60 credit research dissertation. Students will be allocated a supervisor, with appropriate research or subject expertise, to support them throughout the process of carrying out the research and writing the dissertation.
Students have the opportunity to submit for assessment either a ‘traditional’ dissertation or a journal-format article. The dissertation / journal-format article is an independent study, involving the collection and analysis of data from primary sources, carried out by individual students on a topic of their choice.

The information listed in this section is an overview of the academic content of the programme that will take the form of either core or option modules. Modules are designated as core or option in accordance with professional body requirements and internal academic framework review, so may be subject to change.

Assessment and Teaching

All modules, with the exception of the dissertation are assessed through coursework. Each module normally has two assignments and these are designed to reflect the professional practice of the student.

Career Prospects

Successful completion of this course will equip individuals with the skills and expertise to exploit new technologies effectively in their teaching or training context. Recent research has shown that, even very young, students now have sophisticated IT skills and expect their tutors to use technology to facilitate their learning; this course will help you match these expectations.

There is a growing demand across the educational environment for individuals who have the knowledge and skills to use technology effectively; successful completion of this course will demonstrate such attributes. Some of our previous students include people working in higher and further education, schools, the NHS and the private sector.

The Careers & Zone at Wrexham Glyndŵr University is there to help you make decisions and plan the next steps towards a bright future. From finding work or further study to working out your interests, skills and aspirations, they can provide you with the expert information, advice and guidance you need.

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