This exciting new multidisciplinary Master's programme is fully designed to reflect the needs of contemporary interactive media industries, bringing together creative technologies, interactivity and design practices within digital cultures with the user in mind.
Interactive Media Practice combines a wide range of digital creative technologies primarily combining digital literacies design, technology and interaction, through user-centred design for commercial outputs to an industry standard.
Interactive Media Practice places the user at the centre of the experience and focuses on design and content creation in areas such as mobile app development, wearables, games, rich media websites, interactive guides and installations, immersive VR, next generation advertising and virtual and augmented reality systems, through to social media powerful eMarketing and entrepreneurship through innovation protocol.
According to the late CEO of Apple, Steve Jobs, the app industry "is worth several billion pounds annually and employs around 40,000 people, representing approximately 10% of the total audio-visual workforce. Sectors such as sound-driven games and apps show an even wider growth where providers such as Apple have paid a total of two billion dollars to apps within the US alone".
Adobe Systems (UK) fully support the programme with high recommendation, based on the development and key principles the course offers, which is rare and unique. We embrace excellent contacts within the interactive media and games industries, including regular visits and master classes from industry professionals at the top of their game.
Adobe Systems (UK), said: “This Interactive Media degree offers an ideal grounding for those wishing to work in the digital media industries, which increasingly require people who work with technology from a creative perspective. This is the course that will create the next generation of interactive media stars! ”
The course embraces a hackathon culture with specialist hack labs boasting newly designed flexible learning spaces for students to work more collaboratively on innovation protocols fostering cross-pollination of new ideas creatively. Many students will be working on live industry briefs as well as their own projects independently within and outside our course clusters. This collaborative approach to learning and research often leads to successful projects, which are commercially viable and quickly gain industry recognition through our end-of-year show.
“It’s a really multi-faceted MA, bringing together creativity, technology skills and digital media, with an entrepreneurial thread.” – 2015 graduate.
Our students learn to examine the communication of ideas in a networked world through our entrepreneurship incubator programme and consider the many impacts of digital media in everyday life, for commercial trajectories through practice-based projects.
As one of the top 100 international universities in the world, the University of Westminster's School of Media, Arts and Design currently boasts a series of professional recording studios, a new teaching recording studio, professional technology labs and access to an array of post-production, and multimedia facilities built and equipped to the highest standards.
Using the leading industry software, you will be involved in designing and making interactive digital media content for delivery over the Internet, on tablets and mobile devices and for installations to designing compelling user interfaces creating a great user experience, this also extends to the development towards creating content for the ‘internet of things’.
The MA in Interactive Media Practice course will prepare you for this sector, by leveraging and integrating the fine blend between creativity and technical capacities. You will also benefit from having access to a range of highly regarded industry practitioners who will offer you exceptional insight and working knowledge within the field, both challenging and encouraging your technical and creative fair. On this master's degree you will develop commercial-level interactive media and digital content production skills.
This multidisciplinary course prepares you to work in a wide range of industry combining theory, practice, and bringing together technical, creative perspective on new media systems, interactive technologies and digital culture as well as exploring new emerging creative technologies, producing an industry professional who can produce as well as explore future creative technologies.
Students are encouraged to work with technology experimentally in a creative way, collaboratively, and to apply emerging and existing technology in new and innovative ways, research and the experimental application. You will also have hands-on experience creating content for mobile, tablet wearables, VR, AR and content-rich media websites, advanced web production, and UX design, all of this with the user in mind.
The course will provide skills in the relevant multimedia software, media-rich web production, Unity, UdK, website design and development to mobile app development. You will be taught creative coding, where the course encourages the use of a wide range of programming languages delivered by industry practitioners. We also have accreditation and training opportunities for those students wanting to develop their skills more prolifically within selected software via triple A initiative, outside of the Master's.
These include mobile apps, mainstream games, interactive installation, and eMarketing, with an emphasis on core creative skills. The course also prepares and enhances your ability in producing interactive media, methodologies and production workflows, supported by a robust understanding of the technologies and theories involved.
The Interactive Media Practice degree offers an ideal underpinning for those seeking employment in the digital media industries, which increasingly require people who work with technology from a creative perspective. This is the course that will create the next generation of interactive media talent who are both enterprising and creative.
Our approach on the course is implemented through hackathon culture as seen in technology start-up sectors, where cross collaboration through interdisciplinary approach is very welcomed. Students are encouraged to apply from design, non-programming or non-technical backgrounds as well as technical backgrounds.
The following modules are indicative of what you study on this course.
This course provides an in-depth knowledge of cutting-edge compositional techniques, methodologies and associated aesthetics in creative work that intersects with technology and other artistic or scientific forms. It serves as excellent preparation for a career as a composer working with technology and audio-media, and it provides all the training necessary for embarking on and envisioning novel strands for a PhD in electroacoustic composition, including those informed by other scientific and arts form.
All teaching, research and compositional work is carried out in the NOVARS Research Centre for Electroacoustic Composition, Performance and Sound Art with its state-of-the-art £2.5 million electroacoustic studios. Opportunities for the performance of new works are offered using the 55-loudspeaker sound diffusion system of MANTIS (Manchester Theatre in Sound) and through events such as the Locativeaudio Festival (locativeaudio.org) and Sines and Squares Festival for Analogue Electronics and Modular Synthesis (sines-squares.org). Acousmatic, mixed, live electronic and multimedia works are all possible, with composers able to incorporate the spatialisation of sound and interactive new game-audio media into the presentation of their work.
In addition to the final portfolio, all electroacoustic music and interactive media composition students take the compulsory course unit Composition Project and the further compulsory taught course unit,Fixed Media and Interactive Music . Optional course units normally include Aesthetics and Analysis of Organised Sound, Interactive Tools and Engines, Contemporary Music Studies, Advanced Orchestration, and Historical or Contemporary Performance. There are also choices outside the MusM Composition (subject to course director approval), such as Computer Vision, Mobile Systems, Mobile Communications, Ethno/Musicology in Action: Fieldwork and Ethnography , and Work Placement (Institute of Cultural Practices).
For more information visit the NOVARS website .
SALC Placement offers students the opportunity to spend a minimum of 20 days over a period of up to 12 weeks with an arts and cultural organisation, business or service provider. Placements will be established in Semester 1 to take place early in semester 2; they will be supervised by a work-based mentor and overseen by an academic staff member. The placement may take the form of an investigation of a specific business idea, development strategy or management proposition to resolve a problem or particular issue, and will result in a placement report, proposal or essay.
This programme aims to:
The NOVARS studio complex supports a broad range of activities in the fields of electroacoustic composition and new media. The studios incorporate the newest generation of Apple computers, Genelec, PMC and ATC monitoring (up to 37-channel studios) and state-of-the art licensed software (including Pro Tools HD, Max MSP, GRM Tools, Waves, Ircam's Audiosculpt and Reaper and, for Interactive Media work, Oculus Rift, Unreal Engine 4, Unity Pro and open-source Blender3D). Location and performance work is also supported by a new 64-channel diffusion system.
Postgraduate students at the NOVARS Research Centre play an active role in the planning, organisation and execution of performance events such as the Sines & Squares Festival and MANTIS Festival (over 20 editions since 2004), and projects such as LocativeAudio and our regular Matinée presentations. Relevant training, including rigging and de-rigging the MANTIS system, health and safety, sound diffusion workshops, organisation of Calls for Works when needed, etc., is an important part of the course.
There are a number of internal composition opportunities offered to MusM students, allowing them to compose for our world-leading ensembles in residence and association. For more information, see ourComposition at Manchester site .
The MusM degree consists of 180 credits in total, made up of four 30-credit taught course units and a 60-credit portfolio. Full-time students take two course units per semester; part-time students take two course units but across the two semesters. Most course units are delivered via regular seminars and/or tutorials, supported where appropriate by practical workshops. The portfolio is supported by one-to-one supervision and is submitted at the beginning of September. (Part-time students may submit in either September or December following their second year of study.) Members of the academic staff are also available for individual consultation during designated office hours.
Alongside their taught units, students have access to a range of non-assessed seminars, workshops and training sessions offered by the Graduate School of the School of Arts, Languages and Cultures. All postgraduate students are expected to undertake their own programme of self-directed learning and skills acquisition. This may also involve wider reading, language work, computer training and attendance at research seminars in other parts of the university.
There are no formal examinations. Taught course units - all of which must be satisfactorily completed - are assessed by compositions or other coursework tasks, normally submitted at the end of each semester (January and May). Assessments may involve the premiere of new compositions, oral presentations of repertoire, musical analysis or essay topics in the field. The portfolio is created over the entire duration of study and is submitted at the end of the academic year (after the summer vacation). Topics and focus are to be discussed with project supervisors and can include compositions involving fixed or interactive media, locative and game-audio technologies. All work is double-marked internally and moderated by the External Examiner.
Create, challenge, move, and inform through art and expression in our MFA in Film and Media Art program. Here, you’ll work with image and sound, and traditional and emergent media forms. You'll develop an understanding of film, video, audio, and interactive media production—and you will channel this understanding into the creation of multimedia works. To ensure that creative, talented students at every stage of development find a place in our program, we give you the opportunity to apply into the three-phase curriculum at whichever level best matches your experience.
In this program, you will:
Whether you want to explore film, documentary, fiction narrative, experimental media, animation, installation, interactive art, or sound design, we will give you the tools, skills, and experience you need. Cultivate your creative voice. Apply to our graduate program in Film and Media Art today.
The MFA in Film & Media Art program seeks talented and ambitious students at all levels offering three entry points.
Our unique program provides students of all levels with the opportunity to develop as engaged and versatile creative professionals and media artists. Students will work with image and sound to entertain, inform, persuade, and challenge, using both traditional and emergent media forms. They will develop an understanding of the disciplines of film, video, audio, and interactive media production, bringing this understanding to bear on traditional and convergent media works.
The MFA in Film and Media Art is a terminal degree for students who wish to pursue careers as media production professionals and artists, or who want to teach at the college or university level. Students are able to explore a variety of media production genres—computer animation, documentary, experimental media, fiction narrative, installation, interactive art, and sound design—with a degree program that provides foundational knowledge in the use of media technologies, theory, critical and historical context, and media business while offering a set of courses of advanced training and mentorship in their specific area of interest.
Our program has three distinct entry points and varies in length from 2-3 years depending on which phase of the program you begin in. This approach allows us to welcome creative students at any stage of development. Once you are admitted to the program, the Graduate Program Director will work with you to create a custom curriculum based on your unique needs.
We have a place for all creative film and media artists - whether you are new to the field and need to build a strong foundation before beginning your thesis project, or you are ready to dive right into thesis production. Take the next step and apply today!
There are 3 distinct phases to the program to help students acquire the specialized skills and creative resources required for the collaborative nature of production work. Students in the Film and Media Art program study the history and critical theories that provide the foundation for their work, so as to understand the context of their creative output and to be able to evaluate its effectiveness.
Students will have the opportunity to apply for advanced standing during the admissions process. Advanced standing will allow a student to begin the program in either Phase II or Phase III.
Phase I – Foundational (6 semesters; 64 credits)
Most students will begin the program in this phase. It builds a solid foundation in the first semester in theory and history and an intensive introduction to writing and production skills in a variety of media platforms.
Phase II – Intermediate Practitioner (5 semesters; 52 credits)
After meeting with the Graduate Program Director, students will develop a customized plan of study that allows for artistic exploration while developing the technical proficiency to undertake their thesis project.
Students will begin to focus in one or more areas of media production, computer animation, documentary, experimental media, fiction narrative, installation, interactive art, and sound design or an individualized hybrid form.
For example, a student pursuing professional and artistic development as a documentary filmmaker could take the History of Documentary seminar and the Documentary Workshop and Advanced Documentary courses. Electives and directed study in advanced production (e.g. cinematography, producing, editing and interactive media) are also available, so the aspiring documentarian could also opt to take courses in interactive media and computer animation.
Phase III - Advanced practitioner (4 semesters; 40 credits)
Students in Phase III come ready to begin working on their thesis project. Students meet with their program advisor to select courses that support their thesis work as well as their specific learning needs. In addition, students concentrate on developing their artistic vision through the thesis proposal process while building new skills and learning advanced production techniques. The MFA Production Workshop is a key component to the program and provides students with support in producing an ongoing body of work within a collaborative, creative community. In the MFA Production Workshop, students present works-in-progress to their peers and faculty for critiques.
Once you have completed your thesis project, all students take part in a public screening of MFA works for the year. This is the last MFA requirement and a celebration of student achievements.
Smartphones and social media, digital networks and big data, gamification and mobile platforms – new media continue to change the way we live, work and communicate. This programme interrogates the impact of digital technologies on individuals and society, and provides you with the skills and knowledge to be able to think critically and creatively about new media.
Working both individually and in teams, you will learn about diverse digital media techniques and processes, including coding and hacking, web design, mapping and visualisation, scraping and mining, interactive narratives, animation, digital ethnography, action research, prototyping and iterative design, representation, and more. Through an applied, hands-on approach, you will gain an understanding of the social, cultural and economic roles of new media, and explore what it is like to work in the new media industries.
With a range of optional modules to choose from, you will also be able to expand your knowledge into areas such as multimedia journalism, cinema and photography, political and promotional communication, feminism and the media, and many more. Taught by expert practitioners and researchers, you will gain the knowledge and skills to thrive in this dynamic, fast-paced sector.Our School has a range of fantastic facilities to support your studies. The 58-seat Phil Taylor Cinema is equipped with Dolby Digital sound and high-definition projection facilities, as well as projectors for 16mm and 35mm film.
You can also work on your own projects in our 44 editing suites, equipped with Avid Media Composer editing software and Adobe Creative Cloud. The fully equipped TV studio also has a large green screen area, lighting and photo-flash facilities. We also have a track and dolly, sliders, Glidecam and various cranes, and you’ll have access to a new photographic dark room.
We also run a loans service where you can borrow a range of HD digital camcorders and various Canon stills cameras to help with your project work.
In each semester you’ll study core modules that build your knowledge of new media contexts and practice. You’ll consider the relationship between new media and contemporary culture and the interactive forms and practices that are emerging. Then you’ll gain practical production, project management and critical skills and respond to new media briefs in collaborative projects.
You’ll then have the chance to broaden your approach with your choice of optional modules, from photography and cinematics to political communication, television narratives and public relations in society.
To demonstrate the skills you’ve gained, you’ll also undertake a major independent project. You can choose to submit a dissertation and take classes on research methods throughout the year, or you can work on a sustained, practical new media project with a written element.
If you choose to study part-time, you’ll complete the MA over two years, instead of one, taking fewer modules each year.
These are typical modules/components studied and may change from time to time. Read more in our Terms and conditions.
You’ll be taught in a mixture of practical workshops, lectures and small group seminars which allow you to discuss your reading and present some of your research to other students. Independent study is also crucial to this degree, allowing you to practice your skills and deepen your knowledge.
We also use a range of assessment methods, depending on the modules you choose. They’re likely to include practical projects, essays, reports, group and individual presentations and case studies among others.
This programme is still relatively new, and digital media are rapidly growing, evolving and expanding.
People with high-level production and project management skills in new media will be in high demand for decades to come, and this programme will equip you with the knowledge and skills to thrive in a wide – and rapidly expanding – range of careers in new media practice.
These could include digital marketing, animation, web design and development, social media, analytics, PR and consultancy among others. You’ll also be well prepared for future research in this young and fast-changing field.
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.
Digital and Interactive Storytelling LAB MA is a new and innovative course, designed for digital storytellers and shaped like a media LAB. This means that during the course you will be able to produce a wide range of digital-first work for multi-platform story formats. Your work will be underpinned with academic research, theories and expertise on mobile platforms, and digital interactive communication.
The course delivers industry-level professional expertise in visual communication from photography to cinema journalism, interactive narratives and apps for change.
You’ll be involved in creating content that extends beyond current ideas in multimedia and online productions – our aim is to advance storytelling. We recognise how competitive the job market currently is, therefore this Master's has been created to develop your skills and knowledge in a way that will enhance your career.
The Digital and Interactive Storytelling LAB MA prepares you for a range of industries, present and future, as entrepreneurial content creators, mobile and platform producers, cinema and video journalists, interactive factual narratives, social marketers, and project managers.
The content is structured around a knowledge of platforms and three major fields: cinema (video) journalism, photographic communication and interactive factual narratives, which are seamlessly knitted together into five modules.
Cinema Journalism builds upon videojournalism – a much-misunderstood term that in reality embraces multimedia and the creation of multiple genres of video production in different styles – from one-minute social-media docs, two-minute news, to lengthier docs. Cinema journalism combines a deep understanding of cinema cues and tropes to create compelling immersive content on fast-turn around times whilst mastering an array of tools from different lenses, cameras, drones and mobiles. You can find examples of student work David has previously supervised, as well as read about his work in journals, such as the The Documentary Handbook.
The rethinking of photographic digital communication both in terms of media and content is what drives my research The Image As Storytelling. By engaging the quickly evolving worlds of photography and photojournalism within a digital-first approach, in the LAB you will learn how to engage visual communication to its full potential, and incorporate storytelling as a digital practice for interactive platforms. Through a hands-on, experimental and practice-led approach, you will reconsider today’s shifting visual vocabulary specifically for digital and interactive communication frameworks.
Interactive Factual Narratives range from web-documentary, to games for change, VR and social mobile apps. You’ve likely seen examples of interactive factual narratives with the New York Times Snowfall, and Brett Gaylor’s Do Not Track. You will be given an exhaustive overview to be able to map the territory and position your practice in it. You will be guided through your creative journey with a user-centred workflow that mixes design and software methodologies to prototype and design interactive narratives. You will be challenged by a “what’s next” approach and will be pushed to think further than current trends.
The course incorporates an agency media LAB approach to learning through knowledge sharing and project completion which is pragmatic. It underpins problem solving using evolving theories and practice. The goal is the production of digital stories and, or interactive factual narrative. The method is through iteration and collaboration.
Modules on the course are compulsory and follow a schedule towards production of digital and, or interactive projects via an iterative approach. Testing and user experience is taken into consideration at each step of the creative process. You will be encouraged to work in ways that rewards experimenting, building and refining ideas. We expect a mix of cohorts, some yet to enter industry, others looking to bolster their careers or change direction and encourage a wisdom of crowds method in learning – also from one another.
You’ll be encouraged to work collaboratively, opening up your professional expertise, or experiences to the benefit of your course peers. In doing so, you will feel part of a creative community that will support you when needed, and may serve you as a network even after the course has finished.
By the end of the year you should reach a level of expertise to create innovative digital and interactive storytelling artefacts, acquiring a solid knowledge of the field, consolidating a multi-skilled network of people and developing digital prototypes of your ideas. By then your project should be ready to be presented to potential financers and media partners.
The following modules, below, which are all compulsory are indicative of what you will study on this course. The following modules are indicative of what you will study on this course.
The course is mainly geared at giving you the right support and methodology to develop your interactive project during the course. The critical awareness and the iterative methodology that you will gain will then serve you to remain competitive in the digital creative industries you might enter in the future, regardless of the technologies they use.
The Digital Media, Culture and Education MA explores the theory and practice of media in society, with a particular focus on education and emergent new literacies in the digital age. The programme combines theory with practical opportunities for media production. Students will critically examine new developments within digital media and work with partners including the British Film Institute (BFI).
This programme provides the opportunity to explore different media forms, media education, media literacy and related fields. It combines theory with practical opportunities in moving image production, Internet cultures and game design. Students will critically examine developments in the fields of new media, including the impact of new technologies on education, and debates about the place and purpose of media in society.
Students undertake modules to the value of 180 credits.
The programme consists of two core modules (60 credits), two optional modules (60 credits), a dissertation (60 credits) or a report (30 credits) and an additional optional module (30 credits).
Recommended optional modules include:
All students undertake an independent research project, which culminates in a dissertation of 20,000 words or a report of 10,000 words. Either the dissertation or the report can be part-production based, in which case the production element replaces 50% of the wordcount.
Teaching and learning
Teaching is delivered by face-to-face lectures and seminars, practical workshops combined with online-learning. Students are assessed by coursework assignments of up to 5,000 words, plus practical work for some modules, and a 20,000-word dissertation or 10,000-word report.
Further information on modules and degree structure is available on the department website: Digital Media, Culture and Education MA
Graduates of this programme are currently working across a broad range of areas. Some are working as teachers in primary, secondary schools and further and higher education, while others have jobs as within areas related to digital media. Graduates can also be found working as museum and gallery education officers and in other informal learning spaces.
The course provides students with skills relevant to media work in a wide variety of employment contexts, including education, museums and galleries, social media, cultural organisations. It provides experience of digital media production relevant to these contexts, but not professional production traiinng for the media industries.
This programme will equip students with skills, knowledge and experience related to the rapidly-changing worlds of digital media, culture and education. It will therefore support career development in a variety of media contexts, including educational settings, broadly-defined.
Students are able to work with the BFI, our partner for part of the course, as well as leading researchers from the DARE Collaborative, a research partnership focussed on the digital arts in education led by UCL Institute of Education (IOE) and the BFI.
The course is based at the UCL Knowledge Lab, which conducts research, design and development across a broad range of media, systems and environments and brings together researchers from the areas of education, sociology, culture and media, semiotics, computational intelligence, information management, personalisation, semantic web and ubiquitous technologies.
The Research Excellence Framework, or REF, is the system for assessing the quality of research in UK higher education institutions. The 2014 REF was carried out by the UK's higher education funding bodies, and the results used to allocate research funding from 2015/16.
The following REF score was awarded to the department: Culture, Communication & Media
78% rated 4* (‘world-leading’) or 3* (‘internationally excellent’)
Learn more about the scope of UCL's research, and browse case studies, on our Research Impact website.
The recent growth in new media management has seen a rise in and demand for skilled creative media management professionals, who are not only confident in deploying media technologies and platforms but also in management practices, methods and experience to drive forward the latest media advances.
Your studies are based in our modern media labs in the Department of Media Arts and Communication. Many of our academic staff bring industry experience to their teaching. The course also includes a regular programme of industry speakers and client based projects, as well as a foundation for those wishing to move into media management roles within organisations, recognise existing skills and knowledge through a formal qualification, or start their own media business.
The course is made up of eight taught modules, plus a major linked project where you could work with or within an organisation. All modules are mandatory and have been tailored to match the in demand skills and experience of the creative media industry. The vast majority of teaching is in small groups (typically less than 20) allowing for bespoke delivery.
Students will gain an understanding of how to exploit the latest digital media technologies and platforms, across interactive, social and mobile content, as well as the management of digital media businesses, organisations and teams. The course uses industry-standard software and hardware tools such as Adobe and Apple software in well-equipped media studios and associated lab facilities. The course is designed to develop business awareness, entrepreneurial skills, management confidence and a portfolio of industry experience through client based media projects, industry networking and digital media industry insight.
You study a range of modules designed to prepare you for real world challenges. Typical projects may include • management of communication channels for promotion and marketing • creation of digital marketing campaigns • management of software solutions to engage audiences • management of knowledge dissemination across organisations • mobile media, social media and app design • insight into industry best practice • management of media people and teams • entrepreneurship and business skills.
The course has been designed in conjunction with industry professionals and aims to give you real world experience through working on live client briefs. You also work with the award winning Venture Matrix to enhance your employability and enterprise skills. Assessment is based primarily on individual project work, as well as team based projects and presentations. These projects allow students to access industry, network and build a portfolio of client based work.
Work based learning is also encouraged as part of the degree. Module teams will support students who wish to apply their studies directly to the work place. The Digital Media Management Project module in particular allows students to work with or within organisations on projects to enhance a company or organisation.
A number of industry days and events are also held on campus and within the Sheffield Cultural Industries Quarter where students can take part in workshops, talks, and exhibitions held by creative media industry representatives, professionals, and companies/ organisations. These activities give a window to the world of work and opportunities that lie ahead. They provide students with direct access to industry and exposure to opportunities within the industry.
The creative industries sector is vibrant, fast growing and brings immense benefit to developed economies. In the UK alone, the creative industries are worth over £77 billion a year and account for 5% of the economy, with exports of over £17 billion per annum. Skilled digital media management professionals are in demand to meet this phenomenal growth.
Typical careers would involve • managing or consulting on social media • digital PR • marketing • projects • products • digital media • communication strategies • entrepreneurship and digital innovation. In addition, students may find roles as • digital media designers • analysts • digital change leaders and innovators.
This MA looks at contemporary changes in media and communications, by putting into perspective the transformations that affect the way people live and work, national and international institutions evolve, and how cultural practices develop.
This programme's internationally acclaimed and comparative approach to the events, issues and debates of our times is particularly suited for those interested in exploring the bigger picture as well as the nitty-gritty of transformations in media and communications and their impact on culture, society and politics.
Its cutting-edge and interdisciplinary approach to postgraduate learning, independent study, and life skills provides you with the analytical skills, conceptual knowledge and practical understanding of the real and imagined shifts that are taking place in – and through – the media industries, everyday life online and on the ground at home and abroad.
The Masters attracts budding scholars, media practitioners, activists, and advocates from many regions, with a variety of educational and professional backgrounds.
It's particularly suitable for those wanting to move their knowledge and analytical skills up a level for further study as well as for those who have experience of studying or working in the media and cultural sectors, non-profits and other third sector organisations, alternative media, the arts, grassroots and international advocacy and activism.
The programme achieves these goals by:
The Programme Director is Professor Marianne Franklin. Lecturers, guest speakers, and research students on this programme are affiliated to the Centre for the Study of Global Media and Democracy, the School of Mass Communications at Texas Tech University (USA), the United Nations Internet Governance Forum, Edinburgh Law School, Le Monde diplomatique, a number of international NGOs, activist and advocacy groups, international academic and media networks.
The programme is broken into three parts:
The themes covered may vary from year to year, depending on research developments and staff availability.
Along with two compulsory (core) modules, research skills module, and a research dissertation, you can choose from a range of theory and practice option modules from Media & Communications as well as other Goldsmiths departments.
Distinguishing Features: this programme's content, structure, and assessment takes an interdisciplinary and innovative approach to:
Activities: Based on an interactive communication model of learning and teaching, the core programme is organised around lectures, participatory workshops, student presentations, written work, informed debates.
On completing this programme you will be able to (re)enter the workplace, return to your creative pursuits, activism, or advocacy project or, if you wish, continue onto further research with up-to-date knowledge about the facts and fictions around these trends.
You also take:
Research Skills (60 credits)
As an integral part of successfully completing the Dissertation component, students take part in a two-term Research Skills module. Here we cover topics such as:
By term’s end students will be fine-tuning their individual research projects, contributing to our study of these themes in class presentations. Workshops and one to one supervision will provide further support for students until the end of the summer teaching term.
We offer a wide range of option modules each year.
Individual and group presentations; live video/web conferences, examined essays and research papers; qualitatively assessed assignments and discussion leading; dissertation.
Graduates from this programme find work and excel in a number of domains:
Alumni have found work with the BBC world service, Globo corporation, Carnegie Foundation, European parliament and European Commission, CCTV, NBC, Google, Microsoft, NGOs (eg Greenpeace, Global Partners) and charities (eg Dementia UK), newspapers (eg in South Korea, Brazil, Slovenia, China), alternative media and advocacy networks, museums, theatres and art gallerires, online national and international media outlets (eg Chinese, indigenous Taiwanese), PR and marketing around the world.
Other alumni have continued on to PhD programmes, at Goldsmiths and elsewhere. Many have been successful in gaining research scholarships and funding to further their academic and practitioner careers.