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This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Read more

This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Students learn alongside world-leading researchers specialising in virtual reality, augmented reality, 3D modelling, visualisation, interfaces, gaming and social. They will partake in UCL's multidisciplinary tradition, sharing ideas and resources across UCL Engineering and beyond.

About this degree

Students will learn how to analyse, engineer and evaluate a broad range of virtual reality and augmented reality systems. They will discover how to analyse the requirements for interfaces, such as type of system, role of application tasks and perceptual requirements. They will learn how to develop for advanced immersive systems as well as how to validate and evaluate those systems.

Students undertake modules to the value of 180 credits.

The programme consists of an individual dissertation (75 credits), a group research project (30 credits), four optional modules (45 credits), and two transferable skills modules (30 credits).

Core modules

All of the following modules must be taken. 

  • Individual Research Project
  • Group Project B
  • Research Methods and Reading

If the cohort is not large enough to run the Group Project, students will take a second individual research project instead.

Optional modules

Students choose four optional modules (45 credits in total) from the following list. 

One of the transferable skills modules must be Researcher Professional Development or Entrepreneurship Theory and Practice.

  • Mathematical Methods Algorithms & Implementations
  • Virtual Environments
  • Image Processing
  • Computer Graphics
  • Machine Vision
  • Graphical Models
  • Geometry of Images
  • Acquisition & Processing of 3D Geometry
  • Inverse Problems in Imaging
  • Computational Photography & Capture
  • Researcher Professional Development*
  • Entrepreneurship Theory and Practice*

It is also possible for students to select other advanced taught or research modules, with approval. 

Please note that registration on optional modules is subject to demand and cannot be guaranteed. 

*Indicates transferable skills module. At least one of these transferable skills modules must be taken.

Dissertation/report

All students will undertake an individual research project (75 credits) which culminates in a dissertation of 10,000 - 12,000 words and a 15-minute oral presentation.

Teaching and learning

The programme is delivered through a combination of lectures, lab practicals and tutorials, and is assessed through examinations, presentations, dissertation and coursework.

Careers

We equip our graduates for jobs in organisations including creative media companies, global IT companies and 3D graphics and product design specialists. We expect graduates to be able to develop state-of-the-art systems that fulfil a broad range of application needs.

Many of our alumni work in the various media industries across London. A significant number have founded their own successful start-up companies.

Employability

With virtual reality and associated technologies being relatively new, industry needs individuals with a broad ability to design and evaluate systems. VEIV and UCL provide a multidisciplinary environment where students can specialise in a particular area, but also get a broad understanding of the various ways that novel immersive technologies are being analysed and developed.

Why study this degree at UCL?

The Virtual Reality MRes is run by UCL’s Virtual Environments, Interaction and Visualisation (VEIV) Centre. This centre has been a world leader in computational capture, rendering and simulation for the past 15 years. 

VEIV has access to UCL’s exceptional virtual reality facilities, including a full range of consumer AR & VR equipment, motion capture systems, a large CAVE projection room system and haptic robots.



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Introduction. Read more

Introduction

MA Virtual Reality (VR) explores both the practical and theoretical implications of emerging virtual reality technologies. The course will help to position you at the forefront of setting narratives and developing a critical language of how virtual reality can be applied across a vast range of media products.

Content

MA Virtual Reality will equip you with the technical resources and specialist guidance needed to test and develop virtual experiences across a range of media platforms including 3D computer animation, 360-degree filmmaking, games and interactive AR applications.

You’ll experiment with new approaches to the use of these technologies, as well as explore the design and conceptualisation pipeline for these virtual experiences.

Structure

The course is delivered across four terms, starting in September and finishing in December the year after. Incorporating a summer break, this is a one-year full-time course (45 taught weeks), delivered over 15 months. 

Term 1

1.1 Creative VR Project Portfolio (40 Credits)

1.2 Designing Immersive Experiences (20 Credits)

Terms 2 and 3

2.1 Critical Practice and Exploration (40 Credits)

2.2 Collaborative Unit (20 Credits)

Term 4

3.1 Final Major Project and Thesis (60 Credits)



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3D visualisation and animation play a role in many areas, and the popularity of these media just keeps growing. Read more

3D visualisation and animation play a role in many areas, and the popularity of these media just keeps growing. Digital animation provides the eye-catching special effects in the 21st century's favourite films and television shows; 3D design is also essential to everyday work in everything from computer games development, online virtual world development and industrial design to marketing, product design and architecture.

GCU's programme in 3D Design for Virtual Environments will help you develop the skills to thrive in a successful career as a visual designer. The programme is practical and career-focused, oriented towards current industry needs, technology and practice. No prior knowledge of 3D design is required.

The curriculum will help you build your creative vision and technical skills as a 3D designer.

  • Explore the use of video and animation in digital video, multimedia and web publishing
  • Experiment with interactive media types and techniques
  • Sharpen your skills in creative thinking and generating ideas
  • Master digital video production and digital media integration techniques
  • Gain pre-production skills like planning, storyboarding and conceptualising
  • Practise production skills like 3D modelling, animation, lighting and rendering
  • Develop post-production skills in video editing and integrating 2D and 2D visuals
  • Work with cutting-edge computer applications and digital environments

At GCU, you'll join a friendly community of smart, talented people who love the work they do. People who love to take on a creative challenge and are just as happy to collaborate as they are to compete. People who look for ways to support the common good and make the world a more beautiful, welcoming place.

Our mission is producing graduates who have the skills to make a positive impact with their work - and the perspective to understand why it matters.

What you will study

3D design at postgraduate level includes 3D modelling, animation, video and motion graphics. Modules are designed to meet current industrial needs, technology and practice.

The programme offers four specialist pathways; Virtual Environments; Architecture; Computer Games and Visual Effects.

There are six taught modules, each module is taught over a twelve week period. Each week consists offormal lectures, lab work, tutorials and private study. On satisfactory completion of the modules,you proceed to a major project and submit a final dissertation for examination. This is completed overa three month period following the taught modules.

Digital Media Technology and Development

An introduction to digital media hardware and software tools, and methods of production and organisation. The student will learn 3D visualisation and animation techniques using the latest 3D software applications.

Digital Video and Motion Graphics

Develop skills and practical knowledge of digital video/film productiontechniques and the association of digital motion graphics media production.Application of creative technique will cover elective areas such as short filmproduction, documentary production, 3D animation composition, titlesequence generation and abstract motion graphics effects.

Digital Media Publishing and Commercialisation

Progress the work of the Digital Media Technology and Development module of Trimester A. The intention is to provide a full understanding of the subject material relevant to the development of a broadcast level digital media project.

Digital Portfolio and Industrial Production Techniques

This module will provide practical knowledge of digital media publishing techniques suitable for the production of portfolio media. Students will investigateand demonstrate knowledge of a range of digital media tools and techniques for the promotion of skills within a portfoliopresentation. Critical analysis of various types of digital media delivery platforms,copyright issues, and digital marketingstrategies will be covered. This modulewill also provide an overview of how 3Dmodelling and animation fits within the context of the particular industry sectorwhich is relevant to the students areaof specialisation.

Research and Project Methods

This module aims to provide students with the background knowledge and skills that, in combination with the technical skills acquired in other taught modules, will enable them to carry an MSc dissertation through to a successful conclusion. Students will study all aspects of the processes underlying both capstone projects and research projects, and will relate these to available tools, ethical considerations and professional issues.

MSc Project

The Project acts as a vehicle for extendingthe knowledge and understanding of thestudent and the technical community insome specialist technical area. It serves,through its length, complexity andrigour, as a suitable vehicle for extending,in the student, a range of personal,interpersonal and communication skills.In addition, it serves to develop andextend a range of high-level thinkingskills, including analysing and synthesisingskills and affords the opportunity for thestudent to demonstrate initiative andcreativity in a major piece of technologicalwork. The student has the option of awritten dissertation or a dissertationby film.

Assessment methods

Modules are assessed by both examination and coursework (sometimes known as continual assessment) depending on the requirements of individual modules.

Graduate prospects

As a graduate of the 3D Design for Virtual Environments programme, you'll bring a specialised skill set and needed expertise to any design-related role. A background in 3D design is especially important for a design career in advertising, communication, publishing or online marketing. You'll be a competitive candidate for these design roles and more.



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Serious games and virtual reality represent a large, and actively growing, industry – the application of modern games technology in a wide range of areas around medicine, training, education, security and beyond. Read more

Serious games and virtual reality represent a large, and actively growing, industry – the application of modern games technology in a wide range of areas around medicine, training, education, security and beyond. While educational games already represent a multi-billion dollar global industry, the recent growth in virtual reality has seen predictions that this market will grow to $150 billion dollars by 2020 (Techcrunch, April 6, 2015).

The MSc provides students with the skills to become a key part of this explosive growth, and potential to become key innovators in this exciting and rapidly developing area. The MSc offers students with prior programming/scripting experience the transferable skills to design, develop and analyse games and simulations for a range of application areas and to conduct interdisciplinary research in the serious applications of games technology, particularly in healthcare, education and training.

As Virtual Reality and interaction technologies approach mainstream adoption, new opportunities for the application of immersive games technologies in engineering, medicine and in the home are putting games at the forefront of innovation worldwide.

At the School of Simulation and Visualisation we already have years of experience working on a wide range of serious games based projects for industrial, medical, heritage and education clients, building on our research and our expertise in 3D modeling and animation, motion capture technology and software development. We are pleased to be able to share our experience and expertise with this MSc.

Programme Structure:

Stage 1

Core Research Skills for Postgraduates

Games Programming

Serious Game Design and Research

School of Simulation and Visualisation Elective: Choose one from

Interactive Heritage Visualisation

Applications in Medical Visualisation

Stage 2

Motion Capture & Interaction

Audio for games & interactive applications

Serious Games Development

GSA Elective

Stage 3

MSc Research Project

Entry Qualifications:

You should have a Honours degree or equivalent professional practice in any of the following disciplines:

Computer science, computer graphics, computer programming, software development, mathematics, or physics

Computer games programming, game development, game design, game art, 3D modeling and animation, interactive systems

High calibre graduates from other disciplines may be considered if they are able to demonstrate an interest and ability in the field of serious games development.

IELTS 6.0 for overseas applicants for whom English is not their first language.

Scholarships and Funded Places:

Information on career development loans and financial support can be found in the fees and funding pages.



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Description. This course aims at providing computer science graduates with the knowledge and skills to specialise in advanced computer graphics principles and practice, as well as gaining exposure to research activities in this field. Read more
Description

This course aims at providing computer science graduates with the knowledge and skills to specialise in advanced computer graphics principles and practice, as well as gaining exposure to research activities in this field. Students completing this course will have a firm grasp of the current practices and directions in computer graphics techniques and be able to apply them to scientific visualization, virtual environments, and computer animation.

Modules are:

* Computer Animation
* Java Programming
* Project Foundations
* Introduction to Computer Graphics
* Virtual Environments & Human Perception
* Scientific Visualization
* Computing Shape
* Sample Based Geometric Modelling
* MSc Project & Dissertation

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This course introduces you to bespoke methods for designing digital experiences with the support of our industry partners. York Business School will deliver bespoke modules in order for you to understand how to set up a start-up company. Read more

This course introduces you to bespoke methods for designing digital experiences with the support of our industry partners. York Business School will deliver bespoke modules in order for you to understand how to set up a start-up company.

This course in MA Virtual and Augmented Reality will equip you with a broad range of skill,s by exploring a number of media platforms using both wearable and handheld devices to conceptualise new digital experiences. 

York St John Business School will work in partnership with you to deliver bespoke business modules to enable you to become entrepreneurial and understand how creative practice and business can link together.

Students will be expected to initially provide a creative proposal for study, this will underpin the essence of the project. This may take a form of creative expression or a problem solving investigation.

The programme will prepare you to become more familiar in both VR and AR and to apply your creative talent and transferable skills through a diverse range of sectors such as marketing, education, television, film, gaming and many others, to be prepared for working in the industry. 



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For many people regular physical exercise is not carried out a sufficient level to stay healthy and maintain a basic level of fitness. Read more

For many people regular physical exercise is not carried out a sufficient level to stay healthy and maintain a basic level of fitness. This project will examine if augmenting a conventional exercise routine with recreational virtual environments, will increase the intrinsic mo tivation with a group of users.

Building on research in VR/AR platforms with 3D 6 Degrees of Freedom accurate low latency controllers where users’ physical movement can be tracked ,the game /experience will lead the user through a number of predefined physical activities over a specific time period.

The user’s movements and other biometric data are collated and assessed in the context of the user’s perception of exertion and motivation to continue to carry out the exercise. We hope to gain an understanding of the links between differing VR/AR experiences and motivation to carry out physical exercise.

Methodology proposed

This project will use a mixed methodology. A pilot study will be carried out on usage of the new the new system.

Expected outcomes: (e.g. deliverables & strategic impacts)

Through knowledge creation, application and transfer, this project will deepen our understanding of the factors determining motivation for physical exercise in a VR/AR environment. In line with the IT Carlow’s strategic research objectives, the outputs will be disseminated through publication in peer-reviewed journals and at conferences.



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This course provides a unique mix of multimedia and interaction design processes, design of 3D virtual reality and animation media, AV media and effects, and 3D media combined with real and virtual studio and on-location multimedia creation. Read more

About the course

This course provides a unique mix of multimedia and interaction design processes, design of 3D virtual reality and animation media, AV media and effects, and 3D media combined with real and virtual studio and on-location multimedia creation.

It not only focuses on the creative art and design aspects of digital media, but also on the theory and practice of the technical tools and techniques required for creating 3D, interactive real and virtual reality media through the development of design and technology knowledge, understanding and skills.

Aims

The MSc programme in Advanced Multimedia Design and 3D Technologies aims to develop a thorough knowledge of the design principles and techniques required for the design of combined real and virtual interactive and 3D multimedia, and an appreciation of the current research directions and opportunities that are available in this field of research.

On this course you will:

Develop advanced knowledge and skills relevant to the design and creation of combined real, virtual interactive and 3D multimedia and tools, to assist in the creation of combined real and virtual interactive and 3D multimedia.
Develop the ability to design complex combined real and virtual interactive and 3D multimedia creations, and the versatility to apply a variety of different design tools and technologies across a range of different media areas to realise the creation.
Develop creativity and independent learning ability required for continuing professional development, further research, and for acquiring new skills at a high level.
Gain an appreciation of the current research directions and opportunities that are available in this field of research.

Course Content

The course is delivered through a mix of lectures, workshops, self-study and individual and group project work. In lectures, key concepts and ideas are introduced, definitions are stated, results and techniques are explained, and immediate queries are discussed. Workshops and projects are used to foster practical engagement with the taught material.

The dissertation plays a key role in deepening understanding, in developing research and literature review skills, and in applying knowledge and skills gained in the programme to plan, execute, and evaluate a significant investigation into a current problem area related to the design of multimedia artefacts.

Typical Modules

3D Computer Graphics and Motion Capture
Multimedia and Interaction Design
Audio Visual Post Production
3D Film Design and Production
Multimedia Research Directions
Dissertation Project

Special Features

Advanced resources
Our green screen TV studio lab, audio studio and cutting edge design tools are amongst our range of advanced equipment available to students. Design tools used during the course include:

Advanced 3D Technologies – 3D Studio, Vicon Motion Capture, Motion Builder, 3D Stereo Video
Multimedia and Interaction Design – Flash and Action Script
Audio Visual Post Production – AfterEffects, Final Cut Pro, Nuke, Logic Studio Pro
3D Film Design and Production – Nuke, Ocular.

State of the art student projects and placements

Assessment

You will be assessed on practical and written elements of each module.

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This innovative programme is a collaboration between the schools of Architecture and Engineering. Leading UK industry is relying on Virtual Engineering to drive competitiveness in an increasingly tough global market. Read more
This innovative programme is a collaboration between the schools of Architecture and Engineering. Leading UK industry is relying on Virtual Engineering to drive competitiveness in an increasingly tough global market. The dramatic change in practices within organisations to be digitally driven in the future requires a wider approach to design and fresh business models. To capitalise on this, it is critical for future and existing Designers and Managers to have the skills this programme provides.

This programme brings together the best of design teaching from different professions; from Industrial and Product Design, Architecture, alongside facilities at the technological forefront of digital design including Virtual Engineering, Virtual Reality and Rapid Prototyping.

It links the knowledge and experience held by industry partners with the University’s research strengths.

This unique programme pioneers a collaborative transdisciplinary approach between Architecture and Industrial Design disciplines sharing a design ethos and methodology; exploring the similarities and differences in a collaborative studio environment.

With a history of new product development initiatives dating back to the 1990s, and drawing on its substantial developments in Virtual Engineering, the School is well placed to harness knowledge, expertise and networks that have been developed within the University over recent years.

This programme draws on the knowledge, expertise and networks that have been developed within the University as part of the Virtual Engineering Centre (VEC).

The VEC is a University of Liverpool, School of Engineering led centre of expertise in best practice for demonstration, innovation and integration of virtual design and engineering technologies across High Value Manufacturing sectors.

The VEC comprises a multi-disciplinary team of engineers, computer scientists and industry experts, underpinned by extensive access to a wide range of academic expertise from across a wide range of disciplines. The VEC delivers technology development and the latest research, training and knowledge transfer around the application and adoption of advanced modelling, simulation and 3D immersive visualisation in support of product design and manufacturing innovation.

Visiting lecturers from leading design practices and industry will contribute to the programme as guest lecturers, with current research, and demonstrating real-life case studies.

This programme offers a semester at our campus in China, Xi’an Jiaotong- Liverpool University.


Programme Structure

Semester 1

Presenting Design Research (15 credits)
Design Project 1 (30 credits)
Managing New Product Development (15 credits)
Digital Design and Simulation Technologies (15 credits)
User-centred Research and Design (15 credits)
Design Appreciation 1 (15 credits)

Semester 2

Research Methodology (15 credits)
Design Project 2 (15 credits)
Innovation and Entrepreneurship (15 credits)
Group New Product Development Project (15 credits)
Design Appreciation 2 (15 credits)

Semester 3

Thesis (Dissertation, Design by Research or Design) (60 credits)

Careers

The industry need for digitally enabled Architects, Designers and Engineers promises a number of exciting career paths for students. The multi-disciplinary focus of this programme will develop careers in creative and manufacturing industries spanning architecture, product design and development, and urban design.

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Computer games are expected to reach a global revenue of $111bn in 2015; yet over half of the UK’s video games employers reported a lack of suitably-skilled graduates in 2011. Read more
Computer games are expected to reach a global revenue of $111bn in 2015; yet over half of the UK’s video games employers reported a lack of suitably-skilled graduates in 2011. Both for entertainment and for more serious purposes such as virtual reality training, computer games, gamification and games intelligences are increasingly important in today’s world. This is your opportunity to turn your passion into a career.

At Essex we specialise in virtual worlds, machine learning, artificial intelligence and high-level games design and development. On our course, you develop both theoretical and practical knowledge of computer games. Our flexible approach allows you to fill gaps in your knowledge and brush up on a variety of languages, making sure you’re ready to bring your designs to life.

You explore topics including:
-Game design
-Game AI
-3D games development
-Mobile app programming
-Physics-based games

Our School is a community of scholars leading the way in technological research and development. Today’s computer scientists are creative people who are focused and committed, yet restless and experimental. We are home to many of the world’s top scientists, and our work is driven by creativity and imagination as well as technical excellence.

We are ranked Top 10 in the UK in the 2015 Academic Ranking of World Universities, with more than two-thirds of our research rated ‘world-leading’ or ‘internationally excellent (REF 2014).

Professional accreditation

This degree is accredited by the Institution of Engineering and Technology (IET).This accreditation is increasingly sought by employers, and provides the first stage towards eventual professional registration as a Chartered Engineer (CEng).

Our expert staff

The University of Essex was the birthplace of the ‘virtual world’. Multi-User Dungeons (MUD) – multi-player, real-time virtual worlds – were created by our students, including Richard Bartle, who still teaches Computer Games here today. Richard was also included in Geek.com’s list of the most influential game developers of all time.

Our research staff also include Professor Victor Callaghan, who researches immersive reality, creative science and education technology; Dr Michael Gardner, who researches virtual reality systems and mixed-reality environments; and Dr Adrian Clark, who works on computer graphics and augmented reality.

More broadly, our research covers a range of topics, from materials science and semiconductor device physics, to the theory of computation and the philosophy of computer science, with most of our research groups based around laboratories offering world-class facilities.

Our impressive external research funding stands at over £4 million and we participate in a number of EU initiatives and undertake projects under contract to many outside bodies, including government and industrial organisations.

Specialist facilities

We are one of the largest and best resourced computer science and electronic engineering schools in the UK. Our work is supported by extensive networked computer facilities and software aids, together with a wide range of test and instrumentation equipment.
-Essex is one of three co-founding universities of the new Centre for Doctoral Training in Intelligent Games and Game Intelligence
-We have six laboratories that are exclusively for computer science and electronic engineering students. Three are open 24/7, and you have free access to the labs except when there is a scheduled practical class in progress
-All computers run either Windows 7 or are dual boot with Linux
-Software includes Java, C++, Perl, MySQL, Matlab, Microsoft Office, Visual Studio, and Project
-Students have access to CAD tools and simulators for chip design (Xilinx) and computer networks (OPNET)
-We also have specialist facilities for research into areas including non-invasive brain-computer interfaces, intelligent environments, robotics, optoelectronics, video, RF and MW, printed circuit milling, and semiconductors

Your future

Graduates of our School go on to work for giants in the field such as Intel and Panasonic, but the corporate route isn’t for everyone. Some of the most exciting and innovative work in the field is being developed by small start-up companies. Our optional business module focuses on developing your entrepreneurial spirit, teaching you how to apply your technical and creative skills to your own venture.

Our recent graduates have progressed to a variety of senior positions in industry and academia.

We also work with the university’s Employability and Careers Centre to help you find out about further work experience, internships, placements, and voluntary opportunities.

Example structure

-Game Design
-Game Artificial Intelligence
-Physics-Based Games
-Mobile & Social Application Programming
-MSc Project and Dissertation
-Professional Practice and Research Methodology
-Group Project (Incorporating a Game Jam)
-Programming in Python (optional)
-Intelligent Systems and Robotics (optional)
-Machine Learning and Data Mining (optional)
-Text Analytics (optional)
-Virtual Worlds (optional)
-High-Level Games Development (optional)
-Natural Language Engineering (optional)
-Creating and Growing a New Business Venture (optional)

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This is an in-service part-time programme, delivered by distance learning via the University of Dundee's Virtual Learning Environment. Read more
This is an in-service part-time programme, delivered by distance learning via the University of Dundee's Virtual Learning Environment. It is offered in partnership with participating colleges, educational institutions and professional training organisations. In the Scottish Credit and Qualifications Framework, it is worth 60 credits at Level 11 (Masters) at postgraduate level or Level 9 at undergraduate level. The TQFE programme is underpinned by the Scottish Government's (2012) Professional Standards for Lecturers in Scotland's Colleges which define the lecturer's role and contribution to their educational setting.

The programme is normally completed within one academic year, starting in September and finishing in May.

Why study for the Teaching Qualification Further Education at Dundee?

At University of Dundee, the TQFE programme is delivered almost entirely online, allowing you to fit your studies around your professional and personal commitments. Our virtual learning environment is open 24/7 and you are encouraged to complete the well-structured programme at your own pace. As well as our highly accessible and attractive virtual learning environment, you will benefit from a range of social media and online conferencing tools.

The TQFE team is comprised of a group of academics, some of whom are also employed in the college sector. The programme materials are kept fully up to date; our virtual learning environment gives us the agility to respond quickly to new developments in the field. Members of the team are engaged in research into a wide range of topics including educational uses of social media tools; adult learners and motivation; the design of online learning environments.

TQFE-Tutor:
Our communications and tutoring system, TQFE-Tutor, won the prestigious University of Dundee's Honorary Graduates' Award for Innovative Teaching in 2011. The system incorporates a blog, email and a Twitter account, all badged 'TQFE-Tutor'.
Visit the TQFE-Tutor blog: http://blog.dundee.ac.uk/tqfe/
The TQFE-Tutor system allows the team to guarantee that programme participants receive a timely response to any enquiries/assignment submissions.

Professional recognition:
Participants who successfully complete TQFE are eligible to register with the General Teaching Council for Scotland. Those whose teaching is primarily in the Higher Education field may apply for registration with the Higher Education Academy; they will be required to submit a 3000 word (approx) Account of Professional Practice - for which they will find their TQFE studies very helpful.

"...I feel that I am a better teacher for TQFE study; I have a better appreciation of why some students are less receptive, with a wider range of skills to successfully amend this."
Previous programme participant

Who should study this course?

The programme is designed for academic staff working in colleges and other educational institutions, who may be fairly new to teaching or who want to develop their existing teaching skills further. Programme participants are often sponsored by their employers. The Scottish Government recommends that all college lecturers should complete TQFE within three years of appointment.

"I have learnt a lot about my learners and myself and looking back, I am changing my teaching methods and materials based upon different learning theories and styles."
Previous programme participant

How you will be taught

This programme is an in-service provision offered in partnership with participating colleges and organisations. It is flexible and grounded in professional practice.

For those undertaking the full programme, there are two 30 credit modules to complete - one per semester. Credit (up to 50% of the programme) may be awarded for other teaching qualifications, upon application to the Programme Director.

Each 30 credit module requires 300 hours of notional participant effort which includes directed study via the Virtual Learning Environment (VLE), work-based activities, face-to-face contact at optional workshops, tutor support via TQFE-Tutor, private study and assessment.

The main features of the programme are:
- Distance, on-line learning
- Two highly recommended module workshops
- Support via blog, email, VLE, online tutorials and telephone
- University tutor team and College mentor
- Observation of teaching practice
- Written formative activities and summative assignment

What you will study

The programme provides a comprehensive teaching qualification for College lecturers, educators and trainers. Professional competences are integrated with academic rigour and coursework is underpinned by theory and critical reflection upon practice.

There are two modules in the programme - The Effective Lecturer and The Successful Learner – and these correspond to the range of knowledge and skills required for a teaching career in the tertiary education sector.

Learning materials, workshops and literature are provided to facilitate critical thinking and generate ideas, leading to critical reflection and change in lecturers' practice.

You might like to sign up for TQFE-Tutor tweets, at: @TQFE_Tutor

How you will be assessed

Participants on the Standard Entry route through the programme are given the opportunity to receive formative feedback on each of the two summative written assignments required. In addition to the assignments, participants are required to pass two practical teaching observations, at least one of which will be undertaken by a member of the tutor team (the other observation may be undertaken by an Associate Staff member within their institution).

Careers

The TQFE programme is widely recognised as a high quality teaching qualification in the post-compulsory education sector. For those wishing to build on their qualification, progression to other programmes in Education, Social Work and Community Education is straightforward.

If participants wish to undertake further qualifications, progression to BA Professional Development (UG), MEd (PG) or Doctoral study (PG Masters) is straightforward.

As this is an in-service qualification, TQFE participants are normally employed as lecturers, trainers or instructors when they join the programme (they are required to undertake a minimum of 120 hours of teaching in the course of their studies). Some employers award contribution related salary points for employees who gain the TQFE certificate.

"I'm delighted to have gained my TQFE as not only have I improved my classroom practice, but I've now been given a pay rise and am actively seeking promotion."
Previous programme participant

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This unique short course is the first of its kind in the world and is developed in collaboration with Common Data Access Ltd (CDA) a subsidiary of Oil & Gas UK. Read more

This unique short course is the first of its kind in the world and is developed in collaboration with Common Data Access Ltd (CDA) a subsidiary of Oil & Gas UK. If you have no prior experience, the course provides a flexible access route into Petroleum Data Management and is also suitable if you are already working in the industry.

Throughout the course, you will develop the knowledge and skills to confidently manage subsurface exploration and production data throughout its life cycle from capture to value realisation until it becomes obsolete.

You will be able to draw upon your previous work experience which will allow you to analyse your employment or other organisations and their approaches to Petroleum Data Management, and to utilise the course content to improve its strategic organisational effectiveness.

Won Best eLearning/Online Education award

UK Association Awards 2017

What you will study

You will develop a thorough understanding of subsurface exploration and production data and evaluate its importance to upstream oil and gas businesses. You will learn through a unique set of modules including Data Management Life Cycle and Data Quality and Governance.

Teaching and assessment

This course is an online course taught through CampusMoodle, the university’s Virtual Learning Environment (VLE) which offers you flexibility of where and when you can study.

CampusMoodle provides you with full open access to tutors and other class members. You will have the benefit of being part of a group of learners with the invaluable opportunity to participate in active, group-related learning within a supportive online community setting. 

The interactive virtual learning environment provides you with lecture and course materials including:

  • Virtual tutorials
  • Live chats
  • Discussion forums - student and tutor led
  • Up-to-date web technology for delivery methods
  • User friendly material
  • Access to our online library

ACTIVITY SUMMARY

  • Virtual Tutorial - 20-30 students per group, 4 hours per semester
  • Independent Study - 252 hours per week/semester
  • Guest lectures - 20-30 students per group, 2 hours per semester

INDEPENDENT STUDY

The course materials are intended to provide a foundation on which you are expected to build your understanding through independent learning. This includes extra reading, research, watching online videos and personal reflection. You are expected to spend on average 40 hours per semester on independent study.

STAFF DELIVERING ON THIS COURSE

This course is taught by the academic staff within Information Management who have significant teaching and professional experience.

Our staff have either achieved Fellowship of the Higher Education Academy, or are working towards this. This is a professional recognition of lecturer practice, impact and leadership in teaching and learning

The content has been developed in partnership with industry and some guest lecturers may be invited to give virtual lectures.

ASSESSMENT

Typically students are assessed each year:

  • 4 reports

Job prospects 

There is a growing recognition of the need for more effective data management in the energy sector. This course has been promoted by CDA as a means of promoting the professionalisation of data managers within the energy sector.

On completion, you will be able to undertake a diverse range of roles in the energy sector including data analyst, information scientist and records manager.

In addition to gaining a recognised industry-focussed qualification, this course will also provide you with access to our CILIP accredited courses allowing you to develop your knowledge and career further.

The course facilitates access to any of our Information Management MSc courses.

How to apply

Please visit the website to find out how to apply.



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Our part-time Masters in Management is a post-experience programme. With the flexible option of online or taught modules, the programme combines academic rigour with real-world business relevance to provide a qualification that is recognised and truly valued by employers. Read more

Our part-time Masters in Management is a post-experience programme. With the flexible option of online or taught modules, the programme combines academic rigour with real-world business relevance to provide a qualification that is recognised and truly valued by employers.

Over forty years’ experience working with private and public sector clients has taught us that, for true professional development, you have to do more than just learn. You have to apply your learning in the workplace. Durham University Business School combines the rich heritage of Durham University with a progressive, dynamic approach to executive education. This enables us to deliver immediate high-impact results for individuals and organisations.

Each module has been developed by leading members of the Durham faculty, so you will benefit from the most advanced management knowledge. During the course, you will be taught by our world-class researchers, using a combination of physical and virtual classrooms. To make sure you have all the support you need to gain immediate benefits, you will also be assigned a Personal Tutor.

In detail

As a blended-learning, modular programme, you will be taught through a combination of classroom and state-of-the-art virtual courses. You’ll also have the opportunity to carry out practical activities, including workshops, discussions, events and consultancy initiatives, designed to help you develop your personal skills and plan your future career strategy.

Your study programme will last for 30 months. You should normally attend two five-day Residential Workshops during the first two years (alternative online options may also be available), study six further modules online and complete a six-month individual project of 15,000 words.

The programme starts with a comprehensive induction, designed to refresh your study skills and to guide you through the requirements of the programme. As well as getting to know more about the Business School and meeting the MA team and fellow participants, you will learn about academic writing, referencing and how to access and use online study materials.

Classroom and virtual learning sessions are led by senior members of the Durham faculty. Experts in their field, they will share the very latest in business and management knowledge. What’s more, throughout your studies you will be given access to our careers support services, professional development activities and a Personal Tutor for each module.

  • Seven core modules
  • One elective
  • Dissertation or business project

In year one you’ll study online or attend a five-day residential workshop in Durham:

  • Induction
  • Business Economics & Accounting

You’ll study three online modules:

  • Strategy
  • Strategic Marketing Management
  • Organisational Behaviour

In year two, you’ll study online or attend one further three-day residential workshop:

  • Leadership or Human Resource Management
  • Professional Development Activities

You’ll study three further online modules:

  • Operations & Supply Chain Management
  • Research methods
  • One elective module selected from a range of specialist options available

Please note: the order in which modules are studied is dependent upon when you enrol and therefore may vary with the above.

The programme culminates with a six-month 15,000 word dissertation/business project on an approved topic and is overseen by a dedicated dissertation supervisor. This is normally undertaken in your own organisation and is an opportunity to analyse a practical, relevant management issue in some depth, demonstrating a critical understanding of the relevant theory and its applications.

Course Learning and Teaching

This blended-learning, modular programme is taught through a combination of classroom and virtual courses. Virtual learning is divided up into study weeks with specially produced resources within each week. Lectures provide key contents of a particular topic. . Resources vary according to the learning outcomes but normally include: video content, directed reading, reflection through activities, opportunities for self-assessment and peer-to-peer learning within a tutor-facilitated discussion board. The programme has some block taught modules which are taught at Mill Hill Lane over three or four days, learning outcomes are met through a combination of taught input, group work, case studies and discussion, supported by guided reading and specifically self-study material. Students can also attend the Durham Speaker Series, providing the opportunity to network with senior business leaders, staff and alumni when visiting the School.

Students study 6 core modules including the dissertation, and select 3 elective modules which enables them to undertake more in-depth study of particular topics. The 15,000 word dissertation allows students to carry out independent research and develop their skills in analysis and scholarly expression, using an appropriate theoretical framework. They are supported in writing their dissertation through the study of research methods, and individual consultations via Skype or telephone with an allocated supervisor who monitors their progress and provides advice.

Academic Support:

Throughout the year, students may have the opportunity to participate in extracurricular activities which include professional development activities, careers support and speaker events. 

Learning Resource:

Outside of contact hours, students are expected to undertake a significant amount of independent study in preparation for teaching sessions, assignments and other forms of assessment including exams, and general background reading to broaden their subject knowledge. The Programme Director is able to provide students with general advice on academic matters. Module Tutors are also available to provide additional support on a one-to-one basis via Skype, telephone and email.

Students also have access to the facilities available at Mill Hill Lane including dedicated postgraduate working spaces, an onsite library and IT helpdesk when they visit the School.



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The Master in food safety and quality, can adapt to scientific knowledge in the field of food, its constantly changing legislation and update quality standards for food safety. Read more

The Master in food safety and quality, can adapt to scientific knowledge in the field of food, its constantly changing legislation and update quality standards for food safety. Study the masters in food safety and quality of MFI also allows for a comprehensive approach to the variety of food industries that exist in the market and knowledge of the processes that apply to them.

Business development of the food industry, regulations and legislation of the European Union, make producers and suppliers responsible for providing consumers with safe and healthy food. In this context an increasingly professional organizations defendant arises, technical quality and food safety manager to ensure and guarantee the quality of products and processes and thus the satisfaction of customers and consumers. Figure auditor's food safety and quality control responsible for the design, development, implementation and system audits hygiene and food safety is needed.

Upon completion of the online Master in Quality, Hygiene and Food Safety will get a double degree by IMF and the University Camilo Jose Cela, with which you will open a world of new job opportunities in the areas of development, production, transport and food handling . You will be able to implement in any organization norms, standards and quality standards: ISO, OHSAS, HACCP, BRC, IFS, GlobalGAP, SAL ... When performing a training course on food security IMF, will have access to job opportunities and practices which bring the acquired knowledge to the real world in the food industry and food businesses.

Why this programme

  • Mastering Food, Nutrition, Dietetics, the fundamental aspects of food microbiology and all that surrounds its development and activity.
  • Knowing the regulatory framework and legislation in the food sector.
  • Monitor, analyze and ensure hygiene and food safety throughout the production process according to the legal framework.
  • Distinguish between food groups and their conditions of spoilage and contamination. Know the basis for conservation and labeling.
  • Set variables and indicators (pressure, temperature, flow, level, pH, conductivity) necessary for process control drive systems, control equipment and facilities control.
  • Implement and audit the ISO 9001, OHSAS 18001, ISO 14001 and management models in the food sector at national, European and global standards.
  • Mastering the certifiable models to protect the food as designations of origin, controlled production, kosher, halal, etc.

Objectives

Acquire an integrated and professional approach to ensure the quality and safety of products and processes in order to achieve customer satisfaction and consumers.

You will also learn to:

  • Adapt to current scientific knowledge in the field of food.
  • Knowing the legislation on the subject.
  • Update the rules applicable to food safety.
  • Take a broad approach to the variety of food industry market.
  • Knowing the processes applied in food security.

Methodology and Evaluation

Methodology

The Master in Food Safety and Quality is developed in order to unite and reconcile personal and professional life with the possibility of studying. Based on a flexible methodology study.

  • Online offer accessible content in the virtual campus at any time and place.
  • Distance mode: Get textbooks with the content.

Both methodologies are based on five key points:

  • Live online classes available desce anywhere. Attend hours compatible with your life and interact virtually with your teacher. You can ask and discuss like you're in a classroom class. In addition, all classes are recorded and available at any time through the virtual campus.
  • Virtual campus with all the agenda and content of the courses and modules. View them via the Internet or download them in PDF format as you are comfortable with. The virtual campus is also a meeting point with your classmates and teachers. Know them, debate and interact with them through forums, chats and discussion threads. In addition you will have additional training material, resolution of case studies and self-assessment test.
  • Unlimited with your personal tutor, tutoring resolve any questions online, chat, phone or email. Lean on the best professionals in the area of ​​food security and asks if you need face tutorials in MFI own headquarters.
  • Virtual Library to help you make the more than 9,000 references from the food industry and the business world. Access specialist publishers, download and stresses on the contents.
  • Networking and events with which to complete your training and catch up on all the news of food and business sector. Free access masterclass, roundtables and webinars taught by the best professionals.

Evaluation

Continuous assessment as during the Masters. Each module is evaluated by combining an online review and the development of case studies.

The final obtaining master's degrees by the UCJC (Universidad Camilo José Cela) and Master by MFI Business School, is subject to overcoming each module testing and development work to master.

Career prospects

Booming Sector

Labor demand for professionals in this sector is growing, with very optimistic expectations of growth, both at EU and global level, increasing rigor and requirement of food controls.

  • Quality Control Technician
  • Rural, developing and managing industrial projects, directing operations, innovating in food products or projects biotechnology applied to agriculture and livestock engineering.
  • Restoration services such as quality control technician, Hazard Analysis and Critical Control Point, or HACCP-forming food handlers.
  • Consulting as a consultant to companies for implementation of Food Quality Standards (BRC, IFS, ISO 22000, etc.), HACCP and legal, scientific and technical advice.
  • Research Quality Control Laboratories and Analysis
  • Training
  • Industry
  • laboratories


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MA Fine Art. gives you the opportunity to explore subject-specific areas, and our course also provides the intellectual and physical space for multi or interdisciplinary practices. Read more

MA Fine Art gives you the opportunity to explore subject-specific areas, and our course also provides the intellectual and physical space for multi or interdisciplinary practices.

Throughout this MA you'll develop visual and conceptual thinking, with the aim of establishing and refining a research project to be sustained beyond graduation, and developed into either a practice-based or theoretically-led enquiry.

Whilst working towards your qualification, you might choose to specialise within or across subject areas. And our course welcomes applicants who are looking to re-examine their current work and research.

MA Fine Art aims to test the relationship between your work and key historical and critical developments. It also looks to consider it within current societal and political contexts.

As a student on our course, you'll need to be ready to question, curious and enthusiastic about testing the boundaries of what constitutes art practice in the twenty-first century.

Our course at UCA Farnham is unique in that it provides students studying at postgraduate level with a range of first-class facilities, including bronze foundry, printmaking, metals, wood and casting facilities and resources. We provide specialist studio spaces for both full and part-time students, and dedicated technical staff are on hand to support individual projects as well as introductions to workshop areas.

Throughout your studies, you'll be supported by professional artists, curators and theorists. The department has a rich tradition in the teaching and exploration of fine art, and many of the staff are research practitioners, contributing to the wider development of knowledge within their specialist areas.

Part-time students are normally taught on a Tuesday but sometimes field trips, study visits or other events take place on other days of the week. You should check before enrolling if you have concerns about the days your course will be taught on.

Industry Partners

Our industry links are with publicly-funded galleries and commercial London-based spaces.

We also enjoy links with regional artist groups and artist-run spaces throughout the South East. We work closely with a number of public arts projects throughout the region.

Throughout your studies, you'll be supported by professional artists, curators and theorists. The department has a rich tradition in the teaching and exploration of fine art, and many of our staff are research practitioners, contributing to the wider development of knowledge within their specialist areas.

Careers

Graduates from this course go on to work as:

-Professional artists

-Curators

-Arts administrators

-Community artists

-Technicians

-Lecturers and teachers.

Virtual Media Space

Visit our Postgraduate Virtual Media Space to find out more about our courses, see what it's like to study at UCA and gain access to our campus virtual tours.



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