• Leeds Beckett University Featured Masters Courses
  • Regent’s University London Featured Masters Courses
  • Swansea University Featured Masters Courses
  • University of York Featured Masters Courses
  • Xi’an Jiaotong-Liverpool University Featured Masters Courses
  • Imperial College London Featured Masters Courses
  • University of Edinburgh Featured Masters Courses
Queen’s University Belfast Featured Masters Courses
Cardiff University Featured Masters Courses
Cass Business School Featured Masters Courses
University of Leeds Featured Masters Courses
Swansea University Featured Masters Courses
"digital" AND "art" AND "…×
0 miles

Masters Degrees (Digital Art And Technology)

  • "digital" AND "art" AND "technology" ×
  • clear all
Showing 1 to 15 of 272
Order by 
Immerse yourself in the world of emergent digital technologies. Integrating science, technology and art, we’ve created a multi-disciplinary, research-focused environment in which you can develop your own personal digital practice. Read more
Immerse yourself in the world of emergent digital technologies. Integrating science, technology and art, we’ve created a multi-disciplinary, research-focused environment in which you can develop your own personal digital practice. From artists and designers to curators and musicians, our programme encourages critical discourse through the creative and innovative application of digital technologies.

Key features

-Break through the traditional boundaries of science, art and technology. Work in a cross-discipline environment and learn to implement pioneering digital technologies.
-Build a path to an exciting and dynamic career – our students have gone on to work as web designers, games developers, lecturers and digital consultants.
-Engage in a dynamic and integrated approach to teaching, designed to nurture creative communities and define new areas of innovation.
-Participate in international research collaborations though close relationships with the Centre for Media Art and Design Research (MADr) and the Institute of Digital Art and Technology (i-DAT). You’ll also benefit from strong links to all of their affiliated PhD programmes.
-Cultivate advanced digital skills through access to exclusive technological facilities including the Immersive Vison Theatre and IBM funded Smarter Planet lab.
-Join our network of award-winning graduates in the creative and technology sectors. Previous students such as Adam Montandon and Gianni Corino have gone on to win accolades from the Media Innovation Awards, Summit International Awards and Scrittura Mutante Awards.
-Study remotely, foster professional relationships and work alongside your studies through our flexible approach to learning. Modules are delivered via workshops and symposium sessions in digital media venues, supported by interactive online technologies.
-Establish and define your personal digital practice through your major project. Tailor your assessment to your own creative needs, by choosing from different proportions of practical and written work. Explore your individual interests with the support of two dedicated project supervisors.
-Choose to study digital art and technology as either a Master of Research (MRes) taught programme or Research Masters (ResM) research programme.

Course details

Benefit from both online and offline learning, giving you the flexibility to study remotely and maintain employment alongside your programme. Learn to embed theory in critical practice and prepare for your final project. Investigate virtual, networked and augmented environments in context and explore new digital architectures through diverse development tools and models. Full-time study allows you to take taught modules in parallel with your research project over one year. As a part-time student you’ll study the taught modules first, followed by the research project over a period of two years. Undertake a creative and experimental production accompanied by a dissertation or report as your final major project. Choose from different ratios of practical to written work and define your own digital practice, exploring your individual interests. You’ll also benefit from having two allocated project supervisors.

Core modules
-DAT701 Invisible Architecture
-DAT702 Synthesis
-DAT703 Project/Dissertation

Read less
The MA in Digital Media is unique in its combination of practical and theoretical approaches to contemporary media and technology- http://www.gold.ac.uk/pg/ma-digital-media-technology-cultural-form/. Read more
The MA in Digital Media is unique in its combination of practical and theoretical approaches to contemporary media and technology- http://www.gold.ac.uk/pg/ma-digital-media-technology-cultural-form/

The established and exciting degree is designed to help you understand digital transformations in media, culture and society and apply this understanding in practice, in the media and creative industries and in further research. You will be equipped with skills that can be applied to current and future developments in digital media, social media, computing and other aspects of technology.

The MA in Digital Media educates aspiring media practitioners and academics as well as early and mid-career professionals who seek to reflect on their roles in a structured and stimulating learning environment designed to give all students up-to-the-minute knowledge of digital media and the skills to apply that knowledge to future developments.

The MA offers two pathways:

-Pathway 1 is a theory programme where you learn about developments in digital media and technology from a wide range of perspectives

-Pathway 2 is a theory and practice programme where you improve your skills, understanding and experience in one of the following areas:

Documentary
Image making
Journalism
Writing

Acclaimed academics and practitioners

Benefit from the experience and expertise of one of the world’s leading media and communications departments. You'll be taught by theorists and practitioners of international standing: Sarah Kember, Joanna Zylinska, Graham Young, Tony Dowmunt, Angela Phillips, Julian Henriques and David Morley.

Work placements and internships

The MA in Digital Media regularly attracts offers of work placements and internships. Recently these have come from Google, The Science Museum and N1creative.com.

Facilities

Our students have access to state-of-the-art facilities including well-equipped lecture and seminar rooms, exhibition spaces, computer facilities and digital media suites.

The department is also currently host to the renowned philosopher of media and technology, Bernard Stiegler and students will have access to his modulein Media Philosophy as well as priority access to the innovative and popular option After New Media. Designed to complement the MA in Digital Media, this course provides a framework for thinking about the current media environment as well as future forms of human and computer interaction.

An established record

The MA in Digital Media has been redefining media theory and practice since 2004. Our students become proficient in:

the history, sociology and philosophy of digital media
the application of critical conceptual skills to specialist areas and future forms of media
multimedia skills in image making (photography, video, animation, graphic art) script writing, journalism and documentary
MA Digital Media students have access the pioneering option ‘After New Media’, a non-assessed online module which explores the themes of self mediation, ethical mediation and intelligent mediation, and develops a framework for thinking about 'life' after new media. As befits a course of this kind we will be combining media, and exploring their pedagogic potential – uniting digital-online technologies with more traditional teaching formats, such as reading groups, seminars and an end of year symposium.

Contact the department

If you have specific questions about the degree, contact Dr Sarah Kember.

Modules & Structure

The programme consists of:

Two compulsory core modules
Pathway 1 - between two and four option modules (worth 60 credits) OR
Pathway 2 - a two-term practice block (worth 30 credits) and either one or two option modules (worth 30 credits)
The dissertation or the practice/theory project

Assessment

Seen take-home paper; essays; dissertation or practice/theory project and other production work in the area of documentary, image-making, journalism or fiction.

Programme overview

This is an exciting programme which offers a critical, contextual and practical approach to digital media and technology. It problematises approaches to the 'new' media in academic and professional debate, especially those which overemphasise the potential for radical social change led by a homogenised technology itself.

The programme is defined by its resistance to technological determinism and its insistence on the importance of addressing the social and historical contexts within which a range of media technologies are employed. In order to provide a contextual framework and facilitate the conceptualisation of digital media and technologies as fully cultural forms and processes, the programme will draw on a range of disciplines including: media and cultural studies, sociology, anthropology and philosophy. However, the programme will remain focused on key contemporary concerns about the potential role of digital media in society and on refiguring the contours of the 'new' media debate.

The programme offers two pathways. Pathway 1 addresses central theoretical and conceptual concerns relating to digital media. Pathway 2 combines theoretical analysis and practical work, offering students the opportunity to explore new media theories and concepts in practice. Pathway 2 is primarily aimed at students who already have some experience in one of the areas on offer: documentary; digital photography and image making; journalism; writing. It is meant to appeal to media industry professionals who are keen to reflect critically on their practice within a structured learning environment, graduates of practice-based courses but also those who have gained their practical experience in documentary; digital photography and image making; journalism or writing in informal settings.

Programme structure

The first compulsory core course is Digital Media - critical perspectives and this is taught in a small workshop format in the Autumn term. This course functions as a foundation for the second core course and offers students a map of the key debates in digital media. The course is taught in ten two hour workshop sessions and is supported by the provision of one-to-one tutorials.

The second compulsory core course is Technology and Cultural Form - debates, models, dialogues and this develops questions of technology, power, politics and subjectivity which were introduced in the first core course. The first part of this course highlights the key conceptual concerns of a contextualised approach to digital media plus the relevant debates and models formulated by key figures in the field. The second part of this course aims to generate a dialogue between theoreticians and practitioners around some of the most intellectually stimulating, contentious and contemporary ideas in the field without necessarily seeking a resolution. This course is taught in ten two hour workshop sessions during the Spring term and is supported by the weekly provision of one-to-one tutorials.

Students are required to take options from the lists provided by the Media and Communications, Anthropology, Comparative Literature and Sociology Departments as well as the Centre for Cultural Studies. Examples might include: After New Media, Nature and Culture, Cultural Theory, Globalisation, Risk and Control, Embodiment and Experience, Political Communications. Options are taught primarily through lectures and seminars and take place in the Autumn or Spring terms.

Each student's option profile is discussed with the programme convenor in order to ensure that the balance of subject-specific topics is appropriate for the individual concerned. Option courses are taught primarily through lectures, seminars and tutorials and take place in the Autumn or Spring terms.

All students are required to produce either a 12,000 word dissertation on a topic agreed by the student and supervisor or a practice/theory project in the area of documentary, photography and image making, journalism or fiction. The length of the practical element is dependent on the media and the form used and will be agreed in advance with the supervisor. It will, however, be comparable with practical projects undertaken in practice MA programmes in the relevant field. Students undertaking the practice/theory project will also be expected to submit a 3-4000 word analysis of their practice which locates it within the theoretical debates explored in the MA as a whole. This essay may be presented as a separate document or as an integral part of the project depending on the nature of the project and by a agreement with both theory and practice supervisors.

Programme outcomes

The programme's subject specific learning outcomes require students to analyse and contextualise developments in digital media and technology with reference to key debates in the history, sociology, anthropology and philosophy of the media. Students who opt for the practice/theory pathway will also be required to produce material of publishable or broadcast standard and to evaluate the ways in which theoretical and practical insights intersect. All students will develop a wide range of transferable qualities and skills necessary for employment in related or unrelated areas. These are described by the Quality Assurance Agency as: 'the exercise of initiative and personal responsibility, decision-making in complex and unpredictable situations, and the independent learning ability required for continuing professional development'.

By the end of the programme students will be able to:

-Map and critically evaluate key debates in the field of new media
-Analyse and contextualise current and future developments in digital media and technology
-Evaluate and articulate key historical, sociological, anthropological and philosophical approaches to the study of digital media and technology
-Demonstrate in-depth knowledge of at least four differing areas of inquiry
-Demonstrate an advanced level of conceptual knowledge and (where relevant) practical skill appropriate for a sustained piece of work in the field
-Prepare and deliver clearly argued and informed work
-Locate, retrieve and present relevant information for a specific project
-Manage a complex array of competing demands and work effectively to a deadline
-Work resourcefully and independently
-Think critically and/or work practically within a given context

Skills

We provide graduates with skills that are cutting edge: in the critical analysis and/or creative production of digital media; in the disciplinary knowledge and conceptual frameworks necessary for current and future forms of media and technology; in the awareness of how digital media and technologies are re-shaping society from the ways we communicate (through social media and web 2.0) to the increasingly ‘smart’ environments in which we live.

Careers

Our programme provides a theory and practice pathway and prepares students for work in the following areas:

-media and creative industries; advertising, marketing and PR (graduates of the MA Digital Media have found work with Virgin Media, Google, the BBC and other leading organisations worldwide)
-research and academia (graduates from this programme have gone on to study for PhD degrees in higher education institutions around the world and also here with us)
-media production and new media art (graduates have exhibited, published and produced work in photography, journalism, TV, documentary, film and multimedia)

Graduate Ekaterina discusses her career:

"I work for a company, called Visual DNA, which already sounds like life happening After New Media. The company is the largest data provider in Europe and is totally multinational. We actually try to analyse human visual DNA, you memories, feelings, thoughts about the future, anticipations, etc by creating personality quizzes where instead of verbal answers we tend to use images.

My role is as Creative Developer. It involves working with images from concept to finding/shooting and post-production. My qualifications perfectly matched what they’ve been looking for, Digital Media rocks!

My tip for the new-to-be-graduates is this: physically go to places and companies and talk to people. It really opens up loads of possibilities, and when I tell someone where I’ve graduated from they look impressed, and there is some sort of respect coming from them."

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

Read less
Over the past few years, career opportunities in the digital media sector have increased dramatically. The interactive media industry is reaching maturity and needs qualified professionals able to offer a diverse range of expertise. Read more
Over the past few years, career opportunities in the digital media sector have increased dramatically. The interactive media industry is reaching maturity and needs qualified professionals able to offer a diverse range of expertise. This course addresses those needs and is designed to provide you with skills in interactive media content creation, interactive design, digital media production,social media management, digital media project and account management. In the most recent (2014-15) Destinations of Leavers from Higher Education (DLHE) survey, 100% of graduates from this course were in work or further study within six months.

More about this course

This professionally-oriented course will appeal to graduates with an interest in digital media, experienced professionals from the design, media, public relations and marketing sector wishing to retrain for a career change or promotion, and those wishing to progress towards research and PhD studies. The Masters in Digital Media addresses issues in interactive design, interactive media, the internet and its applications, digital solutions for the industry and the public sector, usability design, effective digital media project management, digital audiences and audience research, social media management, digital media strategy, digital interactive television, mobile communications, and new media ownership. The course will provide skills in the relevant multimedia software.

You will learn how to:
-Assess and select the appropriate tools to produce a digital media project
-Produce digital media projects using the appropriate software applications
-Research and analyse the current issues and future developments in digital media, social media, media communications and e-solutions
-Manage digital media projects and production teams
-Produce digital media and social media strategies
-Appreciate the complexity of the international digital media and creative industries and communicate effectively in a media professional environment
-Apply research, design and management skills to the production of new media projects

Assessment methods include interactive projects, design portfolios, presentations, essays, examinations and reports.

Modular structure

The modules listed below are for the academic year 2016/17 and represent the course modules at this time. Modules and module details (including, but not limited to, location and time) are subject to change over time.

Year 1 modules include:
-Digital Media Project Management (core, 20 credits)
-Principles of Digital Media (core, 20 credits)
-Digital Media Dissertation (alternative core, 60 credits)
-Digital Project (alternative core, 60 credits)
-Accredited Work-Based Learning in the School of MCC (option, 20 credits)
-Advanced English for Masters Studies (option, 20 credits)
-Digital Media Strategy and Consultancy (option, 20 credits)
-Digital Storytelling (option, 20 credits)
-Digital Video Production (option, 20 credits)
-Globalisation (option, 20 credits)
-Interaction Design (option, 20 credits)
-Multimedia Journalism (option, 20 credits)
-Web Design (option, 20 credits)

After the course

The course is particularly suited to students looking to work in: web design; UX design, interactive media production; digital video production; new media project management and account handling; consultancy and policy advice in the area of digital media and communication technology; social media management; digital media strategy, training and research in related fields; electronic publishing; online journalism and broadcasting; administration, management and research in digital media, digital advertising and marketing and digital information industries.

Moving to one campus

Between 2016 and 2020 we're investing £125 million in the London Metropolitan University campus, moving all of our activity to our current Holloway campus in Islington, north London. This will mean the teaching location of some courses will change over time.

Whether you will be affected will depend on the duration of your course, when you start and your mode of study. The earliest moves affecting new students will be in September 2017. This may mean you begin your course at one location, but over the duration of the course you are relocated to one of our other campuses. Our intention is that no full-time student will change campus more than once during a course of typical duration.

All students will benefit from our move to one campus, which will allow us to develop state-of-the-art facilities, flexible teaching areas and stunning social spaces.

Read less
The graduate program in Digital Futures responds to the increasingly important and sophisticated role of digital technology as a catalyst for change. Read more
The graduate program in Digital Futures responds to the increasingly important and sophisticated role of digital technology as a catalyst for change.

Digital Futures has an international student cohort and faculty. The program features collaborative overseas eGlobal courses with world-wide educational and industry partners. A global perspective is key to securing our graduates’ futures in the eclectic international creative digital industries, encompassing design, arts, creative services, entertainment, media and cultural industries. The Digital Futures program is offered in partnership with the Canadian Film Centre (CFC) Media Lab.

The Digital Futures student-centred learning approach applies to both research and practice. The curriculum ensures that you gain core digital knowledge and skills as you explore your specific areas of interest through electives, industry internships, residencies and independent study.

The program focuses on practice-based learning and prototyping, with an enterprise component and supporting thesis research. Industry partnerships help students to build a career runway in advance of graduating. You are encouraged to work with industry partners in internships which lead to mentorship for your thesis research.

WHO SHOULD APPLY?

You should have a background in design, technology, culture and/or enterprise as demonstrated by an undergraduate degree and relevant work experience. Our students are designers and artists, filmmakers, architects, journalists and media specialists, scientists, engineers and business people. This diversity drives peer learning and collaboration across disciplines in the program.

THE MASTER’S DEGREE IN DIGITAL FUTURES

The master's in Digital Futures is a two-year full-time program. In the program, you will develop practice-based and scholarly research in technologically advanced design, art and media through the following:

Critical thinking
Research and practice
Business and innovation studies
Computing and emerging digital methodologies

This is a full-time, 8-credit program comprising:

Foundational courses in computation, business creation, innovation and leadership
Core courses in digital methods, research, theory and practice
Intensive digital project and prototyping courses
Individual research and creation overseen by a principal advisor and supervisory committee
Summer internship and/or study abroad
Elective choices
Creative digital thesis project and supporting paper (MFA/MDes) or a written thesis and supporting creative project (MA)

Students declare their intention to pursue the Master of Design (MDes), Master of Fine Arts (MFA) or Master of Arts (MA) at the time of application. The outcomes of the chosen degree are distinctive. The MDes and MFA focus on practice-based research creation with a supporting thesis. The MA flips that focus, with an emphasis on a scholarly research thesis and a supporting creative project.

ELECTIVE CHOICES

New elective courses are continuously created in response to trends and emerging technologies. These cutting-edge courses cover theory and practice in design, art, media, technology and enterprise. Some examples include:

Body Centric Technologies
Dialogues in Feminism and Technology
Digital Games
Information Visualization
IP: Getting Value from Your Creativity
Web + Mobile System Design
Transmedia Storytelling
Ubiquitous Computing
Affect and Emotion in Practic
Making It Real
From Data to Perception
Special Topic: Family Camera at the ROM

WHERE MIGHT YOUR GRADUATE DEGREE IN THE DIGITAL FUTURES PROGRAM LEAD YOU?

As a Digital Futures graduate, you’ll be qualified to work in positions such as:

App, web, and games designers and developers
Digital project leaders
Cultural industry producers
Managers and coordinators between art and design departments and IT
Creators and developers of your own start-ups
Film, television and digital transmedia producers
Digital strategists and educators

Graduates of the Digital Futures program will be poised to play leadership roles in research and development in the media, arts, technology, entertainment and education sectors.

Read less
Digital technologies are now ubiquitous in nearly every part of our lives, and today's students need to become proficient with digital technologies as research and communication tools. Read more
Digital technologies are now ubiquitous in nearly every part of our lives, and today's students need to become proficient with digital technologies as research and communication tools. The Digital Anthropology MSc at UCL combines technical skill with anthropological research methodologies in order to train students for research and involvement in this emergent world.

Degree information

Students gain skills training in digital technologies, from internet and digital film editing to e-curation and digital ethnography; study the anthropological theories of virtualism, materiality/immateriality and social networks; and develop an understanding of the consequences of digital culture through the ethnographic study of its social and regional impact in a global and comparative context.

Students undertake modules to the value of 180 credits. The programme consists of one core module (45 credits), three optional modules (45 credits) and a research dissertation (90 credits).

Core modules
-Digital Anthropology and Digital Anthropology Practical

Optional modules
-The Anthropology of Art and Design
-Mass Consumption and Design
-The Anthropology of the Built Environment
-Advanced Topics in Digital Ethnography
-Documentary Film and the Anthropological Eye
-Practical Ethnographic and Documentary Filmmaking
-Digital Infrastructure: Materiality, Information and Politics
-Anthropology and Photography
-Social Construction of Landscape

Dissertation/report
All MSc students undertake an independent research project which culminates in a 15,000-word dissertation.

Teaching and learning
The programme is delivered through a combination of lectures, seminars, practicals and laboratory sessions. It includes a weekly seminar series, with invited international speakers. Assessment is through essays, methodology practicals, written examination and the substantial research dissertation.

Careers

In addition to its importance for careers such as in media, design and museums, digital technology is also integral to development, theoretical and applied anthropology. Companies and institutions collaborating with the MSc are: British Telecom, UCL Computer Sciences, UCL Information Studies, Microsoft Research Cambridge, Skype, Intel, the British Museum, NESTA, NOKIA, the Home Office and Inventi V.

The programme is also developing relationships with: Cultural Informatics Research Centre for the Arts and Humanities (CIRCAh), Slade Centre for Electronic Media in Fine Art, Centre for Advanced Spatial Analysis, Centre for Museums, Heritage and Cultural Studies, UCL Interaction Centre, UCL Digital Humanities and UCL Urban Laboratory.

Top career destinations for this degree:
-Digital Strategist, Canopy Brand Group.
-Researcher, River Research
-Principal Lecturer and Course Director, University of the Arts, London
-Assistant Print Analyst, GroupM
-Graduate Worker, Dare

Employability
New media and technology companies are showing considerable interest in Digital Anthropology as a degree that qualifies students for positions in all fields of user interaction and research. In the last few years students graduating from the MSc have been recruited by the best international agencies doing research on users' digital practices. In the non-profit sector students have joined organisations involved in policymaking, open access and citizen journalism. The subject is also a good grounding for students who are interested in continuing to a variety of PhD programmes.

Why study this degree at UCL?

The Digital Anthropology MSc at UCL is becoming a world leader in the training of researchers in the social and cultural dimensions of information technologies and digital media.

UCL Anthropology is one of the largest anthropology departments in the UK and offers an exceptional breadth of expertise. Our excellent results in the 2008 Research Assessment Exercise and 2014 Research Excellence Framework show that we are the leading broad-based anthropology department in the UK. The programme combines ethnographic methods, critical thinking and practical explorations of the digital world and encourages in-depth research to develop the next generation of understanding about the impact, consequences, aesthetics and politics of digital technologies and infrastructures.

Read less
The Advertising - Creative and Digital Strategy program addresses the high demand for creators in the digital field of advertising and marketing, which is growing faster than all other areas in this industry. Read more
The Advertising - Creative and Digital Strategy program addresses the high demand for creators in the digital field of advertising and marketing, which is growing faster than all other areas in this industry.

The Advertising - Creative and Digital Strategy graduate certificate program at the Story Arts Centre in Toronto, blends Centennial College's experience in advertising and digital media with our strengths in business and marketing. The program focuses on helping you create engaging digital experiences built on solid creative strategy. You become immersed in the digital field and learn the process required for developing breakthrough creative advertising campaigns.

Through your courses, you acquire the necessary skills in creative strategies, writing, developing creative concepts, art direction, collaboration, presenting skills and entrepreneurialism. During a field placement, which is part of the second semester, Creative and Digital Strategy students take part in team assignments, working in a collaborative environment that mimics the real world.

Further, you learn new technologies and platforms that keep you informed about recent innovations in the digital creative field.

The program focuses on five key areas:
-Creative strategy: to ensure advertising meets clients' business objectives
-Digital storytelling: to build on the power of storytelling in developing impactful creative advertising
-Brand engagement: to create strong connections with consumers
-Entrepreneurship: to foster key business skills that encourage innovation and risk-taking

Emerging platforms: to ensure you are up-to-date on the latest in digital technology impacting the advertising industry
In this program, you:
-Gain an understanding of the digital creation process from a creative director's point of view
-Learn how to craft a creative digital strategy that delivers results
-Develop a strong portfolio and case studies for prospective employers
-Enhance presentation skills to help sell ideas
-Understand the impact of technology on creative development
-Foster digital storytelling skills to bring brands to life online
-Analyze and solve business and marketing challenges for clients by applying innovative creative and digital techniques
-Complement in-class education with a field placement that will provide the opportunity to work in the industry and hone skills

Career Opportunities

Program Highlights
-This Creative and Digital Strategy program gives you the opportunity to turn a degree or diploma into an exciting career in a growing field in the advertising industry.
-You learn how to create digitally-centric creative portfolio pieces using current industry design and writing standards.
-Faculty members have extensive industry experience and can help you connect to the industry by tapping into their personal networks.
-The program is offered at the Story Arts Centre, which is about 15 minutes from most advertising and digital marketing agencies in Toronto.
-At the Story Arts Centre, there are numerous opportunities to collaborate with students in a range of other marketing and communications-focused programs to enhance the learning experience.

Career Outlook

-Digital art director
-Digital designer
-Digital writer
-Information architect
-Digital strategist
-Content strategist

Read less
Our brand new MSc Digital Society responds to the growing need for graduates who can critically and creatively analyse digital technologies and the complex ways in which they shape society, social institutions, and culture in a world that is undergoing rapid digital transformation. Read more

Overview

Our brand new MSc Digital Society responds to the growing need for graduates who can critically and creatively analyse digital technologies and the complex ways in which they shape society, social institutions, and culture in a world that is undergoing rapid digital transformation.

This intensive one-year MSc programme offers the opportunity to develop specialist expertise in digital culture, the digital economy and the sociology of finance, and emerging digital research methods.

The MSc Digital Society examines key issues that arise when sociologists investigate the increasing prevalence of digital and mobile technology, digital infrastructure, and data production, capture, and analysis in everyday life. You will study the social conditions (economic, political, and cultural) that give rise to digital and mobile technologies and their circuits of power, as well as theoretical and methodological skills required to address issues such as big data, algorithmic society, the future of privacy, cybercrime, and the future of work and labour.

Students leave the programme with a digital project or digital portfolio of work, and having learned how to share digital sociological research with broader communities and publics.

How will you be taught?

Our MSc Digital Society takes a creative approach to methods and methodologies, putting 'traditional' sociological methods such as ethnography, survey work, and interviewing in conversation with digital methods such social network analysis, virtual ethnography, data mining, and visualization. Hands-on, research-based methods seminars will take place in the new Maker Space on campus and the programme will draw on interdisciplinary expertise in Science and Technology Studies, Informatics, Design Informatics, Digital Education, and the Edinburgh College of Art.

Career Opportunities

This degree is well-positioned for a wide range of careers in the public, private, and third sectors. It is particularly relevant for students who have aspirations for a career in digital research or digital media design and development. The programme is also key for those who wish to engage with digital technology and data in their own personal lives or on a wider scale as an activist, artist, manager, practitioner, or policy maker. Students will go on to undertake roles in social media analysis, Internet research, journalism, education, and law and government. The programme also offers a route to a PhD programme in social research. Students gain highly transferable skills in research, communication, and project management which are applicable to roles in many fields.

Why study with us?

The University of Edinburgh is one of the world's top universities, consistently ranked in the world top 50. The Department of Sociology, based within the School of Social and Political Science at Edinburgh, is one of the UK’s leading Sociology Departments. Highly regarded for its record of influential original research and teaching the Department was as first in the UK for the quality and breadth of its research in the Research Excellence Framework 2014 (REF2014).

Find out more



Read less
Building on the huge success of our EPSRC-funded Centre for Digital Entertainment (CDE) (http://www.digital-entertainment.org/), the MSc in Digital Entertainment focuses on the core technologies behind a wide range of digital entertainment. Read more
Building on the huge success of our EPSRC-funded Centre for Digital Entertainment (CDE) (http://www.digital-entertainment.org/), the MSc in Digital Entertainment focuses on the core technologies behind a wide range of digital entertainment.

Suited to highly numerate individuals with a strong interest in digital technology, you’ll be immersed in the how and why of everything from computer animation to visual effects and gaming, gaining a deeper, more specialised insight into the technology behind digital entertainment.

What will I learn?

The MSc in Digital Entertainment is a practical, project-led programme where you’ll study and specialise in a range of modules including computer graphics and special effects, and the visual understanding behind computer games and artificial intelligence.

During your studies you’ll explore everything from understanding necessary approaches for creating visual effects, to looking at the relationship between the segmentation, classification and identification of images and video.

You’ll also gain exposure to modern visual effects tools, programming techniques and physics-based animation, with the opportunity to apply these and adapt algorithms to typical problems in an advanced visual effects R&D environment.

Watch a short video on our new Centre for the Analysis of Motion, Entertainment Research & Applications (CAMERA) (https://vimeo.com/133344283).

There’s an emphasis on self-driven research throughout the programme, due to the industry’s need for innovative thinkers who can produce cutting-edge, new generation products. Most lecturing takes place during the first two to three weeks of each semester, so you’ll have the autonomy to study in your own way and work on practical projects. But you’ll still have the support of the academic staff throughout your studies.

You can either study the MSc full-time, for one year, or take an optional professional placement and complete the course in two years. The placement offers paid, practical experience in an industrial or commercial environment. Here you’ll have the chance to apply the knowledge and skills you have gained so far, improving your understanding of digital entertainment in practice as you look to build a successful career in this field.

Visit the Department of Computer Science (http://www.bath.ac.uk/comp-sci/) for further information on the department.

Why study Digital Entertainment at Bath?

The programme exists in partnership with our highly regarded Centre for Digital Entertainment, the UK’s premier doctoral training centre for the digital entertainment sector. With established experience in training for this economically important sector, we’ve been able to develop the MSc with 35 of our most innovative partner companies (for example Double Negative Visual Effects, EA Games, Disney Research), as well as existing students.

The MSc in Digital Entertainment is designed to equip you with a wide range of specialist knowledge and transferable skills, so that you can build a successful career within any number of areas in digital entertainment. We involve industry partners in the provision of our course to ensure we provide relevant, timely and current experience to improve your career prospects.

During your studies you’ll also have the chance to study alongside our doctoral students, and enhance your knowledge and understanding with specialist classes taught by company experts.

Visit the website http://www.bath.ac.uk/science/graduate-school/taught-programmes/msc-digital-entertainment/index.html

Career opportunities

The MSc in Digital Entertainment will equip students with the knowledge and transferable skills for a career in the Visual Effects, Computer Animation and Computer Games industries. It provides a solid understanding across all of these sectors, narrowing down over the year to the part that interests you most. It explains how it is done, rather than how to use commercial packages, so that your career can take you to a senior position more quickly. We involve our industry partners, to make sure you are getting the right kind of experience.

At graduation you will have the breadth which all of these industries require but the deeper specialised knowledge and ability to think for yourself which lead to a high-end career. We can help you get your CV to our supporter companies and you will have already started to build your own industry network during the year.

About the department

The new Department of Computer Science began life in August 2001, emerging from the Computing Group of the Department of Mathematical Sciences. It is a research-led department with a strong record in interdisciplinary research and postgraduate teaching.

MSc
Our Masters programmes are designed to give you a wide range of knowledge so that you can build a career in the fast-moving industry of computing. The programmes are taught by recognised experts in each field, offering you, the student, a cutting-edge experience and a qualification which is both academic and commercially relevant. You will be exposed to the latest science and technology in your chosen specialist area, to complement previously-gained knowledge and skills from your undergraduate degree.

MPhil/PhD
The Department supports a strategic range of computer science research at PhD level and beyond. Our main research interests include Human Computer Interaction, Visual Computing, Mathematical Foundations, and Intelligent Systems. Research is pursued both in fundamental theoretical development and a range of application areas.

EngD in Digital Media
The Engineering Doctorate (EngD) in Digital Media is an alternative to the traditional PhD for students who want a career in industry. A four-year programme combines PhD-level research projects with taught courses, and students spend about 75% of their time working directly with a company.

Facilities and equipment
LAN and WAN, state-of-the-art HCI laboratory, audio laboratory.

International and industrial links
The Department has active collaborations with academics in leading universities in Europe, Australasia, the USA and Japan. Strong links with industry, e.g. HP labs, Airbus, Qinetiq, Westland, Toshiba and Vodafone.

Careers information
High employment records for undergraduate and postgraduate students. Good links with employers

Find out more about the department here - http://www.bath.ac.uk/comp-sci/

Find out how to apply here - http://www.bath.ac.uk/science/graduate-school/taught-programmes/how-to-apply/

Read less
The Digital Visual Effects MSc equips you with advanced skills, knowledge and understanding of high definition digital effects to help you become a highly skilled technical director (TD) in the visual effects industry. Read more
The Digital Visual Effects MSc equips you with advanced skills, knowledge and understanding of high definition digital effects to help you become a highly skilled technical director (TD) in the visual effects industry.

This programme is entirely oriented towards current industrial needs, technology and practice and provides a direct route into the highly desirable creative industry. Our successful former students are working in London and for international companies in areas ranging from television graphics to architectural visualisation.

It covers 3D model building, texturing, lighting, rendering, procedural animation (cloth, hair, fur, dynamics), advanced compositing and high-definition digital effects. Although the thrust of the programme is towards high end film special effects and animation, the standards and techniques you learn will allow you to work in numerous other areas of digital effects.

Visit the website https://www.kent.ac.uk/courses/postgraduate/250/digital-visual-effects

About the School of Engineering and Digital Arts

The School successfully combines modern engineering and technology with the exciting field of digital media. Established over 40 years ago, the School has developed a top-quality teaching and research base, receiving excellent ratings in both research and teaching assessments.

We undertake high-quality research that has had significant national and international impact, and our spread of expertise allows us to respond rapidly to new developments. Our 30 academic staff and over 130 postgraduate students and research staff provide an ideal focus to effectively support a high level of research activity. There is a thriving student population studying for postgraduate degrees in a friendly and supportive teaching and research environment.

We have research funding from the Research Councils UK, European research programmes, a number of industrial and commercial companies and government agencies including the Ministry of Defence. Our Electronic Systems Design Centre and Digital Media Hub provide training and consultancy for a wide range of companies. Many of our research projects are collaborative, and we have well-developed links with institutions worldwide.

Course structure

The course is designed to train digital effects artists to work in industry. Our successful former students are working in London and for international companies in areas ranging from television graphics to architectural visualisation. Although the thrust of the course is towards high end film special effects and animation, the standards and techniques you learn allow you to work in numerous other areas of digital effects.

The primary industry jobs the course is oriented towards include: technical directors in assistant, creature development, lighting effects, look development roles, compositors in compositing, digital paint and roto roles, modellers and trackers/matchmovers. For a smaller project or company roles would include that of a 3D generalist, 3D artist, effects artist or compositor. These are not easy to achieve, as global competition is fierce and success depends on much better than average concentration and constant practise to grasp the essence and modern techniques of digital visual effects.

Modules

The following modules are indicative of those offered on this programme. This list is based on the current curriculum and may change year to year in response to new curriculum developments and innovation. Most programmes will require you to study a combination of compulsory and optional modules. You may also have the option to take modules from other programmes so that you may customise your programme and explore other subject areas that interest you.

EL831 - Digital Visual Art set-up (15 credits)
EL837 - Professional Group Work (15 credits)
EL839 - Effects Animation (15 credits)
EL863 - Advanced 3D Modelling (15 credits)
EL864 - Pre-Visualisation (15 credits)
EL867 - Technical Direction (15 credits)
EL868 - High Definition Compositing (15 credits)
EL869 - Film and Video Production (15 credits)
EL870 - Visual Effects Project (60 credits)

Assessment

Each module is assessed by practical assignments. The project work is assessed on the outcome of the project itself.

Programme aims

This programme aims to:

- enable you to develop your knowledge and understanding within the field of digital visual effects, which will equip you to become a professional in the animation and visual effects Industry

- train you in the requirements and skills needed for work in high definition

- produce professionally-trained technical directors who are highly skilled in using state of the art 3D modelling and visual effects software

- provide you with proper academic guidance and welfare support

- create an atmosphere of co-operation and partnership between staff and students, and offer you an environment where you can develop your potential.

Careers

We have developed the programme with a number of industrial organisations, which means that successful students will be in a strong position to build long-term careers in this important discipline.

The School of Engineering and Digital Arts (http://www.eda.kent.ac.uk/) has an excellent record of student employability (http://www.eda.kent.ac.uk/school/employability.aspx). We are committed to enhancing the employability of all our students, to equip you with the skills and knowledge to succeed in a competitive, fast-moving, knowledge-based economy.

Graduates who can show that they have developed transferable skills and valuable experience are better prepared to start their careers and are more attractive to potential employers. Within the School of Engineering and Digital Arts, you can develop the skills and capabilities that employers seek. These include problem solving, independent thought, report-writing, time management, leadership skills, team-working and good communication.

Building on Kent’s success as the region’s leading institution for student employability, we offer many opportunities for you to gain worthwhile experience and develop the specific skills and aptitudes that employers value.

Find out how to apply here - https://www.kent.ac.uk/courses/postgraduate/apply/

Read less
The MA in Fine Art enables artists to evaluate and develop their creative practice to the highest of standards. It develops theoretical awareness, critical thinking and independent arts practice to a professional level. Read more
The MA in Fine Art enables artists to evaluate and develop their creative practice to the highest of standards. It develops theoretical awareness, critical thinking and independent arts practice to a professional level.

The course facilitates critical debate between artists working both within and across media areas including painting, photography, digital imaging, printmaking, sculpture, installation and site-specific art. Alongside their studio-based enquiry, students undertake related research into the broader context of contemporary art practices and theoretical debates.

The course offers access to comprehensive specialist resources with technical instruction and support. Students are continually mentored by research-active staff to position their practice within professional cultural environments, arts-related employment or higher-level academic research.

Both full time and part time students benefit from spacious and well-equipped facilities and external links with galleries, which have included the Milton Keynes Gallery, NN Contemporary (Northampton), Corby Cube Gallery and Rugby Museum and Art Gallery. The course often offers international study trips, typically one European option (recent visits have been to France, Italy and Spain) and one long-haul destination (recent visits have been to India, Vietnam and the USA) each year.

In addition to the course having very good links with regional galleries and arts organisations, students are encouraged to engage with external activities and events, both national and international. A group of MA Fine Art students recently attended a printmaking residency at the world-renowned Frans Masereel Centrum in Belgium.

Our teaching staff have a broad range of research interests reflecting the disciplines available on the course, and all staff are practicing artists who publish and exhibit both nationally and internationally. Visiting speakers have included the internationally known artists Richard Long, Marcus Harvey, Simon Callery, Ian Davenport, Mark Francis, Lisa Milroy, David Batchelor, Richard Deacon, Svetlana Fialova, Richard Patterson, Ian McKeever, Dan Hays and Richard Wilson along with innovative arts organisations such as Artangel.

Course content

Upon commencing the Masters programme, students undertake the module ‘Extended Fine Art Practice and Research Methodologies’ (20 credits). This provides a grounding in different research-based methods and methodologies in Fine Art.

During the first trimester students also undertake the 20 credit studio-based module ‘Fine Art Practice’ wherein students begin to critically re-appraise and position their creative practice. Full-time students will also be enrolled on ‘Interfacings,’ a 20 credit module that considers a set of theoretical debates, issues and contexts that are pertinent to an interdisciplinary approach to artistic practice.

During the second trimester students enrol on the 40 credit module ‘Fine Art Practice and Context.’ This module culminates in a public developmental exhibition of their work. Alongside this module, full-time students can opt to take either the project-based ‘Independent Study’ module or the 20 credit module ‘Creative Practice and Enterprise.’

The final stage of the MA Fine Art course entails the student producing and exhibiting a body of creative work or completing a 15-18,000 word dissertation.

Course modules (16/17)

-Fine Art Practice and Documentation
-Interfacings: Fine Art and Postmodern Practice
-Creative Practice and Enterprise
-Fine Art Practice and Context
-Independent Study in the Arts
-Research project
-Extended Fine Art Practice and Research Methodologies

Opportunities Abroad

International study trips, typically one European option (recent visits have been to France, Italy and Spain) and one long-haul destination (recent visits have been to India, Vietnam and the USA) each year.

Methods of Learning

The MA Fine Art course supports all learners’ experience and development through a breadth of regular tutorial approaches. Tutor and learner contact is additionally enriched through a host of visiting artists of international stature. Modes of teaching delivery encompass tutorials, group crits, research supervision, lectures and seminars.

Schedule

During the first and second trimester specific modules are delivered usually on Mondays 9:30-12:30 and 13:00 – 16:00.

Assessments

The course is assessed in both theory and practice by assignment, examination, portfolio submission and exhibition.

In addition to an ongoing series of formative assessment points, the MA Fine Art course has three formal assessment periods that occur at the end of each trimester in February, May and September respectively.

Facilities and Special Features

The Fine Art subject is enriched through a spectrum of professional specialist spaces including: Fine Art New Media Space, Photographic Studio, Photographic Dark Room, Wood Workshop, Metal Workshop, Plaster and Resin Workshop, Etching Printroom, Screen Printing Room (including laser cutting), The Drawing Lab (Drawing research space and life room), Canvas Preparation Room and bookable installation spaces.

Careers

The course prepares students for the professional cultural environment and higher research study. PhDs at the University of Northampton can be pursued through traditional or practice led methodologies and this course provides a comprehensive and relevant foundation.

Read less
-Digital Media Arts provides an opportunity to study one or more digital specialisms including video, kinetics, animation, sound, games, photography, social and interactive media. Read more
-Digital Media Arts provides an opportunity to study one or more digital specialisms including video, kinetics, animation, sound, games, photography, social and interactive media
-Experiment and explore emerging technologies and develop innovative and effective combinations of practices and media
-Develop high-level skills in your chosen specialisms or areas of interest supported by expert tutors.
-Project-based work where the emphasis is on the creative, informed application of new technologies and devices to produce compelling user experiences
-You will be able to produce a substantial self-initiated digital media project supported by excellent resources and expertise

Why choose this course?

Digital Media are everywhere in the modern world, affecting all aspects of our lives, our work, leisure and social and personal relationships. The MA Digital Media Arts award allows students to gain practical experience and knowledge of the ways that a range of contemporary digital media are produced and used, both alone and in combination. Working in one or more specialisms which can include video, kinetics, animation, games, photography, social and interactive media, students are encouraged to experiment with combinations of media through digital ‘sketches’ and then, through developing more extended works informed by their individual interests, to pursue a substantial, practical enquiry into an original creative application of digital media in a major project.

Students typically explore areas such as interactive advertising, responsive objects and environments, networked information and social-media systems, interactive video, live performance technology and digital art installations.

Careers

Interactive Advertising production, Digital strategists, Multimedia producers for TV and Radio, Media designers for Museums and public information systems, Games developers, VJ for live performances, Digital Activism, User Experience innovators, digital entrepreneurs.

Teaching methods

The course is delivered through a mix of seminars, lectures and tutorials by an expert, specialist, teaching team. As a Digital Media Arts student, you will produce a range of practical projects and gain skills in a variety of technologies and systems while at the same time developing your knowledge of current developments and practices across the digital media field. For your master’s degree project, you will specify and then produce a substantial digital media artefact which reflects your own interests and career plans. We particularly encourage experimentation and cross-disciplinary projects including those that seek to redefine the ambitions, functions and social organisations that digital media can support. During the course, some students will participate in selected undergraduate technical classes in addition to their masters study so that they can update or develop specific skills. Professional, theoretical and critical skills are also taught alongside the technical and design content through the use of academic blogs and presentations.

All students on this programme engage in an interdisciplinary project as a part of their MA study, giving them an opportunity to work with students from other disciplines in an experimental and creative way.

Work Placement

There are work related learning opportunities on this course, all students complete a live external brief as part of their coursework.

Structure

Core Modules
-Creative Economies
-Major Study: Digital Media Arts
-Media Discourses
-Practice 1: Media
-Practice 2: Media
-Research and Enquiry

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

Read less
Channel your creativity and join a multi-skilled team to develop the next generation of video games. On our arts-based MA, you’ll join the vibrant games and technology community based here in Cambridge that includes Guerrilla, ARM, Frontier Developments, Jagex and Ninja Theory. Read more
Channel your creativity and join a multi-skilled team to develop the next generation of video games. On our arts-based MA, you’ll join the vibrant games and technology community based here in Cambridge that includes Guerrilla, ARM, Frontier Developments, Jagex and Ninja Theory.

Your course will have a new home in Compass House, which will extend our campus along East Road. You’ll have the latest technology at your fingertips and be able to collaborate with other students on innovative projects to hone your skills.

See the website http://www.anglia.ac.uk/study/postgraduate/computer-games-development-art

If you have a degree in an art and design or computer games-related subject, our course will allow you to specialise in games art at Master's level.

Based in the inspiring environment of our new Compass House Games Centre, you’ll learn all about best practice in the games industry. We’ll encourage you to work in design production teams, tackling a series of creative and technical challenges with programmers and industry professionals. You'll develop your design skills and learn how to create and publish successful games across a range of platforms.

Cambridge accounts for nearly 20% of the UK computer games industry, so it's a great place to study as we enjoy excellent links with the major games developers in the area. What's more, our Computer Games Centre offers studio space to local indie developers, who'll share their knowledge and experience with you.

We're partners with the Global Science & Technology Forum, allowing our students access to cutting-edge research materials.

While you're studying, we'll encourage you to take on work placements and collaborate on live projects with the games industry. You’ll also have the chance to enter games events, such as Brains Eden, which Anglia Ruskin hosts every year.

This course runs in parallel with our MSc Computer Games Development (Computing), reflecting the multidisciplinary nature of games creation.

See the website http://www.anglia.ac.uk/study/postgraduate/computer-games-development-art

Careers

Our MA gives you the chance to specialise in the design and technical implementation of computer games, whether you already have a games-related degree, or you're a recent graduate of a non-games-related degree who's looking to move into this area. Our course is also suitable if you work in another creative industry and are looking to move into games design and creation.

The skills you'll learn on this course are relevant to other forms of games - including board games and educational games - allowing you to consider a number of career options.

Interactive computer games is a relatively new medium; as the industry grows, you’ll find more and more opportunities to use the computing and creative skills you'll hone while studying here.

Modules & assessment

Core modules:
Process and Practice as Research
Games Development 1
Games Development 2
Digital Arts - Experimental Practice
Master's Project: Art and Design

Assessment

You’ll show your progress through a combination of written and practical work, carried out individually and as part of a team.

What you'll study

Cambridge School of Art has been inspiring creativity since 1858 when it was opened by John Ruskin.

Engaging with current debates surrounding contemporary practice and with the state-of-the-art facilities, Cambridge School of Art houses light, bright studios, industry-standard film and photographic facilities, and 150-year-old printing presses alongside dedicated Apple Mac suites. Our digital art gallery, the Ruskin Gallery, exhibits both traditional shows and multimedia presentations, from national and international touring exhibitions and our own students.

We are the only university in Cambridge offering art and design courses at higher education level. A tight-knit community of artists, academics and over 900 students, we collaborate across our University, the creative industries, and other sectors. Cambridge is a centre for employment in the creative industries and there are rich opportunities for collaboration with the city’s entertainment, technological, scientific, arts and heritage industries.

Our graduates have a history of winning national and international awards and an excellent employment record. They include Pink Floyd's Syd Barrett and Dave Gilmour, Spitting Image creators Peter Fluck and Roger Law, and illustrator Ronald Searle, the creator of St Trinian's.

We’re part of the Faculty of Arts, Law and Social Sciences, a hub of creative and cultural innovation whose groundbreaking research has real social impact.

Facilities

Based at the new Compass House Computer Games Centre, a three-minute walk from our main Cambridge campus, you’ll have 24-hour access to a hub space with group work naturally forming a part of your studies.

The centre includes a start-up lab for small games companies, supported by Games Eden, the Cambridge Computer Games industry network. This will give you excellent opportunities to work in an entrepreneurial games environment.

All students on our Computer Games courses – undergraduate and postgraduate – have access to industry-standard PCs running Maya, 3DS Max, ZBrush, Mudbox, Motion Builder, After Effects, Unity 3D, and UDK. You’ll be able to use motion capture equipment, 3D monitors, VR equipment, graphics tablets, a render farm, HD cameras and digital SLRs (for HDRI capture).

Links with industry

Cambridge is home to nearly 20% of the UK’s computer games industry, including Sony’s Guerrilla Studios, ARM, Jagex, Ninja Theory, Frontier, Geomerics and a host of smaller indie developers. Our Computer Games Art department is a member of TIGA, the Business & University Games Syndicate, and a partner of the Global Science & Technology Forum, giving you access to cutting-edge research materials.

Read less
This specialist course has been rated as ‘Outstanding’ by Ofsted for 14 years with particular highlights being the high quality school placements, excellent partnerships with museums, galleries and the wider arts community and the managements and quality assurance of the programme. Read more
This specialist course has been rated as ‘Outstanding’ by Ofsted for 14 years with particular highlights being the high quality school placements, excellent partnerships with museums, galleries and the wider arts community and the managements and quality assurance of the programme.

Because the course has been built around partnerships with primary, secondary and special schools, museums and galleries, community groups and artists, it offers you the opportunity to gain a PGCE in Secondary Art, Craft and Design Education with Qualified Teacher Status.

It will prepare you to become a highly effective practitioner, able to make a significant contribution to education and equipped to teach pupils across the range of art, crafts and design.

You’ll spend the majority of your time in two contrasting secondary school placements, with the remaining time at Northumbria University or at sites including museums, galleries, studios and workshops.

Thanks to our exclusive partnership with the BALTIC Centre for Contemporary Art, you’ll also have access to BALTIC’s extensive library and archive.

Learn From The Best

This course will encourage you to challenge and develop your own personal philosophy and pedagogy by learning from a wide field of experienced practitioners.

Our delivery team include senior schools leaders, outstanding subject specialist teachers, research active lecturers, professionals from galleries, museums and creative organisations, artists, makers and designers.

They all model the attributes of an outstanding subject teacher and will encourage you to pursue and develop your own personal areas of expertise and interest by harnessing your prior experience and practice.

The majority of teaching staff are partners in external organisations including schools, museums and galleries across the North East, with a breath of expertise in arts, craft and design education. They include staff from our partner, BALTIC Centre for Contemporary Art.

Teaching And Assessment

The course has two main components; school based placements in two contrasting schools and an arranged timetable of lectures, seminars, workshops, tutorials enrichment days, studio days and project days.

The arranged timetable explores four main areas: professional knowledge and generic educational practice; art education practice and knowledge; art education skills and knowledge; and art education research, theory and philosophy.

You’ll also get the chance to customise project briefs, co-design enrichment opportunities and address art, craft and design subject knowledge and skills gaps, plus undertake a primary placement and have placements in post 16 education to explore the transition stages.

You’ll be assessed using a variety of strategies including written assignments, presentations and reflective professional portfolios. You’ll also undergo in-school assessment of your professional conduct and the planning and teaching of lessons.

This assessment enables you to have the maximum impact on pupil progress and demonstrate that you meet the requirements to be awarded a PGCE and Qualified Teacher Status (QTS) aligned to the Teachers’ Standards 2012.

Module Overview
TE6674 - Professional Studies: Art, Craft and Design (NC, 30 Credits)
TE6675 - Professional Placements: Secondary Art, Craft and Design (NC, 30 Credits)
TE7055 - Contemporary Issues & Practice in Art and Design Education (NC, 30 Credits)
TE7056 - Inquiry of Current Issues in Art Education (NC, 30 Credits)

Learning Environment

You’ll spend a minimum of 120 days, which will be the majority of your time, in two contrasting secondary school placements. They will be carefully matched to your individual academic and professional requirements, making sure you get great opportunities based on your needs.

You’ll also spend a significant amount of time at BALTIC and in our partnership museums, galleries and schools where you’ll be guided and mentored by experienced teachers and senior leaders.

Your training will include access to specialist art equipment including kilns, studio based equipment and materials – both on campus, and also across the partner organisations that you train in.

On top of that, you’ll be able to tap into our well-established network of subject-specialist, dedicated link tutors, all experienced senior leaders in arts education in secondary schools. They will ensure you make the best possible progress and are well prepared for your transition into teaching.

Digital learning is integrated and embedded into the course, from e-learning platforms to digital communication and presentations, and you’ll also use our e-learning portal, social networking platforms, digital communication tools and collaborative tools.

Research-Rich Learning

Arts education is an area rich in ongoing research, which is strongly reflected in the content of this course.

Our members of teaching staff come from a wide range of backgrounds and have a diverse range of research interests and expertise.

Prominent and key research areas include arts education; craft education; how arts can improve health and wellbeing; being an artist teacher; creative and cultural sector partnerships and collaborations. Other topics covered include ceramics in education; education in museums and galleries; quality assurance in schools; and creativity in education.

These fascinating areas are all explored and applied across and throughout the breadth of teaching on this course.

Give Your Career An Edge

Graduates from this course enjoy a consistently high employment rate and many students secure a position even before graduation.

This programme has outstanding recruitment, regularly recording excellent employability for its graduates. In 2015, 95% secured a job within three months of graduation and 100% within six months of graduation.

The vast majority of students who study this course go into secondary arts education, but those who don’t often choose to work in educational roles in museums and galleries or have gone on to successfully work in international arts education and administration.

Most of our recent graduates are based in the UK but some are tapping into the growing demand for outstanding graduates with a PGCE in schools across Europe and the Middle East.

Your Future

Many of our former students have told us that this course was transformative for them, both professionally and personally, providing long term impacts on their careers, with many jumping up the career ladder to middle and senior leadership.

Many graduates also decide to return to the programme to support our trainee teachers by guest lecturing, mentoring and developments research in arts education through the programme.

Becoming a secondary art teacher has the potential to be a hugely satisfying professional choice, and you’ll be able to make an immeasurable impact on students throughout the lifetime of your career.

The course carries a consistent record of delivering fantastic opportunities for progression after completion, with high employability levels and overall year-on-year outstanding satisfaction from students.

Your placements in two contrasting school settings aim to provide you with the best possible all-round experience of teaching at secondary level, which will stand you in excellent stead when it comes to applying for teaching roles.

If you decide to continue your studies, successful completion of this course means you could carry 60 credits forward towards a full or part time Masters degree at Northumbria making it cheaper and quicker.

With an excellent national reputation and plenty of choices and opportunities on this programme to make it a really personalised experience, your professional career in arts education can really take off.

Read less
While the rate of deterioration and disappearance of heritage sites has accelerated due to acceleration of human progress, major technological breakthroughs have occurred to enable digital preservation, i.e. Read more
While the rate of deterioration and disappearance of heritage sites has accelerated due to acceleration of human progress, major technological breakthroughs have occurred to enable digital preservation, i.e. 3D digital capture has been developed allowing high definition, high accuracy, and high productivity associated with digital documentation. This technology has been adopted worldwide and over 3,000 international service providers are available to deploy this technology to facilitate the preservation of heritage sites. In addition, major innovations in digital image processing, 3D modelling software, broadband access, and computer hardware capabilities have allowed worldwide public access to voluminous data and information systems including 3D visualisation.

The

MSc in Visualisation (International Heritage)

is a specialist pathway in the realm of 3D visualisation at DDS. This course aims to develop the knowledge and skill sets required to deliver and conduct digital preservation of world heritage sites and to create a unique opportunity to combine architecture and heritage with state of the art digital technologies, including 3D laser scanning, digital reconstruction of historic sites and artefacts, interaction and visualisation using virtual reality facilities. It allows an ideal opportunity for documentation, maintenance, and preservation of significant cultural sites and physical heritage assets, and to reconstruct them in a real-time 3D environment for use in tourism, art, education, entertainment and science.

This pathway will enable students to understand the process of creating original 3D datasets of cultural objects and sites, to reconstruct and present immersive visualisation with interactive narratives and provide a novel approach to foster multi-disciplinary study in computer science, history, geography, culture study, archaeology, architecture, the build environment, art and design and tourist management.

The programme aims to develop the knowledge and skill sets required to deliver and conduct digital preservation of world heritage sites and to create a unique opportunity to combine architecture and heritage with state of the art digital technologies, including 3D laser scanning, digital reconstruction of historic sties and artefacts, interaction and visualisation using virtual reality facilities. It allows an ideal opportunity for documentation, maintenance and preservation of significant cultural sites and physical heritage assets, and the ability to reconstruct them in a real-time 3D environment for use in tourism, art, education, entertainment and science.

The International Heritage pathway emerged as a result of successful strategic research collaborations between the DDS and a number of partners in cultural heritage. DDS has several long-term partnerships with industry and governmental organisations and a world-leading portfolio of work. DDS and Historic Scotland have formed the Centre for Digital Documentation and Visualisation (CDDV) which specialises in the precise documentation and 3D representation of heritage objects, architecture and environments using state of the art, high resolution laser scanning technology and 3D visualisation software. The CDDV promotes and celebrates Scotland’s cultural heritage at home and abroad and enhance Scotland’s reputation for developing world class and innovative research and development. It is delivering the digital documentation of the five Scottish UNESCO World Heritage Sites and five International Heritage Sites in a five-year project known as the Scottish Ten.

The MSc in Visualisation (International Heritage) provides a high level taught programme to those emerging from a wide range of disciplines. This places graduates in a leading global competitive position to advance in research, academia, governmental and commercial organisations, gaining a greater understanding of techniques that may assist in digital heritage practices.

Although just one intake per year in September, students can attend this programme on a part-time basis.
A number of Scottish Funding Council Fee Waivers are available for this programme.

Read less
Imaginative, original and full of exciting ideas - if this sounds like you, then our MSc in Creative Technology could be your perfect course. Read more
Imaginative, original and full of exciting ideas - if this sounds like you, then our MSc in Creative Technology could be your perfect course. It's open to students from any background who are interested in combining technical and creative skills to create the technologies and experiences of the future. We'll give you the opportunity to learn about and experiment with different types of technology and use them to design and develop your own inventions.


Why study MA/MSc Creative Technology at Middlesex?

Technology is becoming increasingly important to art, design and culture and the skills associated with the once-separate creative and technical worlds overlap more and more. We welcome students from any background onto this course– it's an unusual opportunity for students with diverse skills to work together, and it's this variety that gives it so much character.

This is a highly practical course, assessed entirely through project work, with an emphasis on collaboration and experimentation. We want you to benefit from our creative, academic and technical expertise, and we like nothing more than to see you step out of your comfort zone and tackle something new. You'll work with your peers on group projects – recent students have made an interactive cushion, explored Kinect hacking, created apps and designed an interactive breakfast table that showed the news.

Never mind thinking outside the box – you'll be inventing 1,001 new things to do with it.

Course highlights

- All our staff are active in research, industry or both and are passionate about new technology and new ways to use it. Particular areas of expertise include music and sound technology, social media, interactive and haptic technology, visual and digital imagery and gaming.
- Our tutors, who come from both the School of Media and Performing Arts and the School of Science and Technology, include haptic technology specialist Dr Rui Loureiro, who has pioneered work in robot-aided stroke rehabilitation; Debbie Jedwab, a former set designer for the BBC; composer and sound artist Nye Parry, who has worked with the British Museum and the Science Museum; and multimedia artist Nic Sandiland, whose work has been shown worldwide.
- You'll also benefit from the cutting-edge facilities and equipment in our £80 million Art, Design and Media building, the equal of which is rarely seen in other UK universities. They include fully-equipped TV, radio and sound studios, workshops for digital image processing and a comprehensive digital publishing suite.
- You'll learn computer programming as part of the course, and will have access to cutting edge haptic technology and a graphics and games programming laboratory. The university is home to the Human Interactive Systems Laboratory, a centre of research into haptic technology, and the Lansdown Centre for Electronic Arts.
- As well as attending masterclasses and guest lectures by industry professionals, students often work on real industry briefs – they've recently worked with Sony and designer and engineer Moritz Waldemeyer. We've developed the course in consultation with advisors from the creative industries to ensure it's relevant and current.

Read less

Show 10 15 30 per page


Share this page:

Cookie Policy    X