Course Overview

The MA in Digital Media provides advanced creative and technical education in digital media within a supportive educational environment. Students are given practical training across a range of digital media practices, including Emerging Web Media, E-Learning, and 3D Modelling, whilst also developing their creative, critical and entrepreneurial skills within small-group classes. The MA in Digital Media is a unique interdisciplinary programme, delivered by combining expertise from the Huston School of Film and Digital Media, the discipline of Information Technology, and the Digital Enterprise Research Institute (DERI). Classes contain a mix of graduates from relevant academic backgrounds and industry professionals who want to develop or extend existing skills.

Applications and Selections

Applications are made online via The Postgraduate Applications Centre (PAC). Relevant PAC application code(s) above.

Who Teaches this Course


Emma Hogan
Emma Hogan is Programme Director of the MA in Digital Media and the MA in Production & Direction. She has worked in digital communications internationally for companies such as Dare Digital, the BBC and Canon and as educator in the Creative Industries for over 15 years. 


Dr Sam Redfern

Sam Redfern delivers the module Graphics and Image Processing. His current research involves computer games technology—artificial intelligence, crowdsourcing, and digital image processing. He also develops computer games and has published numerous successful games on the various smartphone and PC/Mac store.


Dr Ann Torres

Ann Torres teaches Digital Marketing. She is Head of Marketing at the J.E. Cairnes School of Business and Economics and the Vice Dean of Internationalisation for the College of Business, Public Policy and Law at the National University of Ireland Galway.


Dr Fiona Concannon

Fiona Concannon delivers the module E-Learning.  Her research to date includes examining Open Source Software for Education and her interests are in Technology-Enhanced Learning, the Learning Sciences, HCI, Activity Theory and the student learning experience in Higher Education.


Dr Ali Intizar
Dr Ali Intizar delivers the module Emerging Web Media. He is an Adjunct Lecturer, Research Fellow and Head of the unit for Reasoning and Querying at the Insight Centre, National University of Ireland, Galway. His research interests include Semantic Web, Data Integration, Internet of Things (IoT), Linked Data, Federated Query Processing, Stream Query Processing and Optimal Query Processing over large scale distributed data sources, Stream Reasoning, and Context-aware Systems.

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Requirements and Assessment

Assessments on the programme are designed to develop students’ technical and creative skills, as well as their ability to undertake individual and group work and to critically assess their own work and that of their peers. Assessment is by both practical and written tasks, and includes presentations, reports, video essays, short films, websites, designs and animations.  A unique aspect of the MA is the end-of-year digital media project, which gives students the opportunity to specialise in a specific area of the programme and develop their technical skills and creativity in a real-world context. These assessments and projects also contribute towards a practical portfolio of digital media work.

 

 

Key Facts

Entry Requirements

NQAI Level 8 degree or equivalent H2.2. GPA 3.0 or international qualification. IELTS score of 6.5 or equivalent if applicable. Students who do not meet the honours degree requirement but have a Level 7 degree (Merit 2) may be admitted to the PDip course with the possibility of progressing to the MA if they receive a minimum of 60% in their course work during the year.

Additional supporting documentation is required. For more details click here

 


Additional Requirements

Duration

1 year, full-time

Next start date

September 2018

A Level Grades ()

Average intake

14

Next start date

September 2018

NFQ level

Mode of study

Taught

ECTS weighting

MA—90, PGDip—60

Award

MA, PDip. Students may only apply for the MA. Those who do not meet the minimum entry requirements may be admitted via a qualifying exam, or be admitted to the PDip.

CAO

PAC code

GYA62

Course Outline

The course is a full-time, 12-month programme, which runs from September to August of each year. It is split into three semesters, with modules spanning all aspects of Digital Media. Semester 1 and 2 are comprised of core modules and a group of electives, enabling each student to tailor the degree to their own individual needs.

Modules include:

  • Databases
  • Internet Programming
  • Emerging Wed Media
  • 3D Modelling and Animation
  • Digital Media Analytics and Visualisation
  • Interactive Digital Media
  • Graphics And Image Processing
  • Human Computer Interaction
  • E-Learning
  • Service Learning
  • Creative Difference and Innovation
  • Digital Marketing
  • Digital Play & Practice
  • Digital Film and Culture

The final semester is dedicated to the design, development and testing of students’ end-of-year projects, as well as a 5,000 word accompanying dissertation. Each student is assigned an expert supervisor for guidance throughout the project development process. 

Modules for 2017-18

Curriculum information relates to the current academic year (in most cases).
Course and module offerings and details may be subject to change.

Glossary of Terms

Credits
You must earn a defined number of credits (aka ECTS) to complete each year of your course. You do this by taking all of its required modules as well as the correct number of optional modules to obtain that year's total number of credits.
Optional
A module you may choose to study.
Required
A module that you must study if you choose this course (or subject).
Semester
Most courses have 2 semesters (aka terms) per year.

Year 1 (90 Credits)

Required FM6111: Creative Practice: Digital Media Perspectives


Semester 1 | Credits: 5

Creative Practice is a design process module exploring all stages of project generation from ideation to project development, prototyping, testing and measuring impact. The module encourages students to expand their awareness of digital media projects, practitioners and technologies and reflect on their social and cultural impact. It encourages students to identify personal interests in Digital Media and to establish an online profile therein using digital technologies. The module explore both individual assessment and collaborative work.

Learning Outcomes
  1. Productively utilise idea generation tools and methodologies.
  2. Demonstrate an iterative project generation process.
  3. Identify and critically engage with key issues affecting digital media and the Creative and Culture Industries.
  4. Plan and implement a technology based portfolio of research and practice in their subject area.
Assessments
  • Continuous Assessment (100%)
Teachers
Reading List
  1. "Design and the Elastic Mind" by Antonelli
    Publisher: MOMA
  2. "The Creative Industries - From Theory to Practice" by Davies and Sigthorsson
    Publisher: Sage
  3. "You can find inspiration in everything" by Paul Smith
    Publisher: Thames and Hudson
The above information outlines module FM6111: "Creative Practice: Digital Media Perspectives" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Required CT511: Databases


Semester 1 | Credits: 5

This module will provide the student with the information and technical know-how to establish, manage and optimally use databases. This will be essential information for those interested in Clinical Research administration.
(Language of instruction: English)

Assessments
  • Written Assessment (100%)
Teachers
The above information outlines module CT511: "Databases" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Required DM110: Emerging Web Media


Semester 1 | Credits: 5

The objective of this module is to provide students with an overview of various aspects of digital media on the web. The module gives an overview of current technologies underlying the web, explains their usage in business and social contexts.

Learning Outcomes
  1. Understand the basic mechanisms and technologies driving Web Media
  2. Use existing tools to set up your own web site
  3. Understand major concepts behind Social Networking and Recommendation Systems
  4. Identify current technological trends that have large impact on Digital Web Media
  5. Use social media, in particular Facebook, as a channel to interact with customers
  6. Identify and discuss the challenges and the opportunities for privacy on the Social Semantic Web
Assessments
  • Department-based Assessment (100%)
Teachers
The above information outlines module DM110: "Emerging Web Media" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Required DM115: Interactive Digital Media


Semester 1 | Credits: 5

This module aims to equip the students with a solid foundation in several popular digital media production packages. Lectures will explain the working principles of several Adobe packages, covering a wide range of uses, and will also include practical workshops to demonstrate the function and practical usage of these packages.
(Language of instruction: English)

Learning Outcomes
  1. Perform intermediate photo-manipulation, editing and image processing.
  2. Create basic vector illustration, typography and design.
  3. Demonstrate layout and formatting for print ready documents and e-documents.
  4. Demonstrate basic animation motion graphics.
Assessments
  • Department-based Assessment (100%)
Teachers
Reading List
  1. "How to Use Graphic Design to Sell Things, Explain Things, Make Things Look Better, Make People Laugh, Make People Cry, and (Every Once in a While) Change the World" by Michael Beirut
    Publisher: Harper Design
  2. "Logo Design Love: A Guide to Creating Iconic Brand Identities" by David Airey
    Publisher: Peachpit Press
The above information outlines module DM115: "Interactive Digital Media" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Required DM113: 3D Modelling and Animation


Semester 2 | Credits: 5

This course aims to provide a solid foundation in 3D workflows and techniques for those creating interactive digital media with 3D content.
(Language of instruction: English)

Learning Outcomes
  1. Understand the process of asset creation.
  2. Create a 3D model using basic modeling techniques.
  3. Create materials and textures, and apply these to a 3D model.
  4. Demonstrate the creation of basic animation.
  5. Light and render a 3D scene and animation.
Assessments
  • Department-based Assessment (100%)
Teachers
Reading List
  1. "3D Studio MAX 2012 Bible" by Murdock, K.L.
    Publisher: Wiley
  2. "The Art of 3-D Computer Animation and Effects" by Kerlow, I.V.
    Publisher: Wiley
  3. "3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation" by Chopine, A.
    Publisher: Focal Press
  4. "Polygonal Modeling: Basic and Advanced Techniques" by Russo, M.
    Publisher: Jones & Bartlett
  5. "3-D Human Modeling and Animation" by Ratner, P.
    Publisher: Wiley
  6. "Interaction Design: Beyond Human Computer Interaction: Beyond Human-computer Interaction" by Sharp, H., Rogers, Y., Preece, J.
    Publisher: John Wiley & Sons
The above information outlines module DM113: "3D Modelling and Animation" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Required DM114: Digital Media Analytics and Visualisation


Semester 2 | Credits: 5

The evolution of era of Big Data has seen the emergence of the term “analytics” as the discovery and communication of meaningful patterns in data to quantify performance within an organization. This module examines Digital Media Analytics from Web Analytics, Social Media Analytics, Text Analytics, Data Analytics to Information Visualisation. Students will be exposed to a general overview of each area and practical experience working with analytics and information visualisation tools.
(Language of instruction: English)

Learning Outcomes
  1. Define Digital Media (DM), Analytics, Data Analytics (DA), Web Analytics (WA), Social (Media) Analytics (SMA), Text Analytics (TA) and Information Visualisation (IV).
  2. Demonstrate basic technical skills in technologies required in WA, DA and IV.
  3. Apply basic DM Analytics on specific real world use cases.
  4. Demonstrate skills for data analytics and data visualization using open source tools.
  5. Contrast current Data Visualisation tools and their usefulness in different settings.
Assessments
  • Department-based Assessment (100%)
Teachers
Reading List
  1. "Now You See it: Simple Visualization Techniques for Quantitative Analysis" by Few, S.
    Publisher: Analytics Press
  2. "Readings in information visualization : using vision to think." by Stuart Card, Jock Mackinlay, and Ben Shneiderman
    Publisher: Morgan Kaufmann
The above information outlines module DM114: "Digital Media Analytics and Visualisation" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Required DM112: Placement Report/Dissertation


Semester 2 | Credits: 30

This module is the major project for MA Digital Media. It is a practice based research project where students choose an area of personal interest either directly relevant to Digital Media or using Digital Media as a way to investigate a specific area or to create a product. Students submit a 15 ECTS practice based research project and a 10 ECTS report of not more than 5,000 words that is connected to the project. Students also give a short presentation worth 5 ECTS at the culmination of the project. Each student/project is supported by a supervisor.
(Language of instruction: English)

Learning Outcomes
  1. identify and investigate a worthwhile problem or question and use this as stimulus to produce a digital media project.
  2. demonstrate a practice based approach to a digital media project.
  3. demonstrate relevant methodologies and research methods for the project.
  4. Create a research based practical project supported by a written report.
Assessments
  • Research (100%)
Teachers
Reading List
  1. "Researching Society and Culture" by Clive Seale
    Publisher: SAGE Publications Ltd
  2. "Design Research : Methods and Perspectives" by Brenda Laurel
    Publisher: MIT Press
  3. "A Practical Guide to Managing Web Projects" by Breandan Knowlton
    Publisher: Five Simple Steps Ltd
The above information outlines module DM112: "Placement Report/Dissertation" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Optional CT865: Human Computer Interaction


Semester 1 | Credits: 5

Postgraduate Introduction to HCI

Learning Outcomes
  1. Elaborate the importance of design in professional and social contexts and the critical role of users in the systems design process
  2. Distinguish between human cognition and emotion and assess their role in effective interaction system design
  3. Identify the roles of human agents and those of digital agents in any interaction
  4. Develop the knowledge and skills necessary to analyse, design and evaluate good quality interactive systems
  5. Competently differentiate between various Interaction Design processes or approaches
  6. Analyse technological developments and innovations in social, educational and leisure computing and their implications for user experience and interaction design
Assessments
  • Written Assessment (80%)
  • Continuous Assessment (20%)
Teachers
The above information outlines module CT865: "Human Computer Interaction" and is valid from 2015 onwards.
Note: Module offerings and details may be subject to change.

Optional MK5101: Digital Marketing


Semester 1 | Credits: 5

The objective of this module is to build upon marketing principles and investigate where the internet and other technologies provide opportunities for applications in marketing and business. The module provides an overview of the rapidly changing world of business and technology by addressing what is unique about digital marketing. It explores how these technologies are creating value for customers, as well as the benefits for companies, their products and brands.
(Language of instruction: English)

Learning Outcomes
  1. Illustrate how digital marketing integrates with organisational aims.
  2. Recognise how digital marketing impacts organisations.
  3. Assess critically organisations' digital marketing efforts according to international standards of 'best practice'.
  4. Formulate a digital marketing plan for a particular organisation.
Assessments
  • Written Assessment (50%)
  • Continuous Assessment (50%)
Teachers
Reading List
  1. "Emarketing Excellence: Planning & Optimizing Your Digital Marketing" by Dave Chaffey,P. R. Smith,Paul Russell Smith
    ISBN: 9780415533379.
    Publisher: Routledge
  2. "Internet Marketing: Strategy, Implementation and Practice" by Chaffey D., Ellis-Chadwick, F., Mayer, R. & Johnson, K.
    Publisher: Hawlow, England: Prentice Hall/Financial Times/Pearson Education
  3. "Increase Your Web Traffic in a Weekend" by Ford Jr., J.L. and Stanek, W.R.
    Publisher: Cengage Learning
  4. "Digital Marketing: Integrating Strategy & Tactics with Values" by Kaufman, I & Horton, C.
    Publisher: Routledge
  5. "Sticky Marketing: Why Everything in Marketing has changed and what to do about it" by Leboff, G.
    Publisher: Kogan Page
  6. "The Social Media Business Equation: Using Online Connections to grow Your Bottom Line" by Orsburn, E.M.
    Publisher: Cengage Learning
  7. "Take Your iPad to Work" by Proffitt, B.
    Publisher: Cengage Learning
  8. "Understanding Digital Marketing: Marketing Strategies for Engaging the Digital Generation" by Ryan, D. & Jones, C.
  9. "E-Business" by Schneider, G.P.
    Publisher: Course Technology, Cengage Learning; Kogan Page
  10. "Cite Them Right: The Essential Referencing Guide" by Pears, R. & Shields, G.
    Publisher: Palgrave Macmillan
The above information outlines module MK5101: "Digital Marketing" and is valid from 2015 onwards.
Note: Module offerings and details may be subject to change.

Optional DM101: E-Learning


Semester 1 | Credits: 5

This module is an exploration of how digital technologies and networked culture are influencing how we learn. There are many different opinions with regard to how technology should be used to support learning and instruction. Deciding which are relevant and how they are best deployed is a complex and challenging task. Looking through the lens of available software applications, social media, mobile devices and apps, students will explore how their own learning and others is shaped and changed by their digital activities. Key theoretical readings become topics for deeper discussion around our evolving understanding of learning in a networked age, and the design implications of this. Students will both discuss these issues and participate in practical design activities, developing educational multimedia such as podcasts and video resources, amongst others.
(Language of instruction: English)

Learning Outcomes
  1. demonstrate a critical understanding of a range of theoretical and design perspectives which have been developed to understand learning;
  2. identify and explore the emergence of new e-learning innovations; have a critical awareness of the impact of such practices in terms of pedagogy and usability
  3. have developed practical skills in creating, developing and evaluating educational multimedia resources
Assessments
  • Department-based Assessment (100%)
Teachers
Reading List
  1. "Education and Technology: Key Issues and Debates" by Neil Selwyn
    ISBN: 9781474235921.
    Publisher: Bloomsbury Publishing PLC
The above information outlines module DM101: "E-Learning" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Optional CT870: Internet Programming


Semester 1 | Credits: 5


(Language of instruction: English)

Learning Outcomes
  1. Design and implement web pages
  2. Connect a website to a database
  3. Create dynamic web content
Assessments
  • Written Assessment (85%)
  • Continuous Assessment (15%)
Teachers
The above information outlines module CT870: "Internet Programming" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Optional CT336: Graphics And Image Processing


Semester 1 | Credits: 5


(Language of instruction: English)

Learning Outcomes
  1. Discuss the evolution of computer graphics software and hardware systems.
  2. Specify complex 3D models using 3D coordinate systems, translations and transformations.
  3. Explain the trade-offs inherent in real-time graphics rendering, and be able to evauluate the techniques that are used to simultaneously maximise both rendering performance and graphical realism.
  4. Discuss the appropriateness of the various standard digital image processing techniques to different problems.
  5. Develop customised digital image processing solutions for novel applications; justify the use of the specific image processing techniques chosen within these solutions.
Assessments
  • Written Assessment (75%)
  • Oral, Audio Visual or Practical Assessment (25%)
Teachers
The above information outlines module CT336: "Graphics And Image Processing" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Optional FM6105: Digital Film and Culture


Semester 2 | Credits: 10

This course provides a critical understanding of the relationship between film and digital technology, assessing the impact of digital filmmaking on film production and film theory. Through task-based learning, students will be asked to consider the impact of digital media on our relationship to visual culture. The course will consider what the place of film (and cinema) is in the digital age and the impact which digital technology has on our relationship to visual media.
(Language of instruction: English)

Learning Outcomes
  1. Demonstrate a specific and comparative knowledge of various theoretical approaches to film and digital visual culture.
  2. Demonstrate an enhanced awareness of film aesthetics and film cultures within the context of digital technology.
  3. Engage critically with film-makers and theorists in debates about the nature of film and film studies in light of developments within digital technology.
  4. Produce and critically reflect upon short audio-visual projects.
  5. Work in flexible, creative and independent ways, showing self-direction, self-discipline and reflexivity.
  6. Demonstrate skills in written, oral and visual communications.
Assessments
  • Department-based Assessment (100%)
Teachers
Reading List
  1. "The Language of New Media" by Lev Manovich
    Publisher: MIT Press
  2. "Film Theory and Criticism" by Leo Baudry and & Marshall Cohen’s (eds.)
    Publisher: Oxford University Press
  3. "Puzzle Films: Complex Storytelling in Contemporary Cinema" by Warren Buckland
    Publisher: Blackwell
  4. "The Cinema Effect" by Sean Cubitt
    Publisher: MIT Press
  5. ", Remediation: Understanding New Media" by Jay Bolter and Richard Grusin
    Publisher: MIT Press
  6. "Convergence Culture: Where Old and New Media Collide" by Henry Jenkins
    Publisher: NYU Press
The above information outlines module FM6105: "Digital Film and Culture" and is valid from 2016 onwards.
Note: Module offerings and details may be subject to change.

Optional FA513: Creative Difference and Innovation I


Semester 2 | Credits: 5

The objectives of this course are: to explore key issues in the theory and practice of creativity; to enhance students’ capacity to recognise their creative difference from others and to develop it; to assist students to make a creative difference to their study or work environment through innovative behaviour.
(Language of instruction: English)

Learning Outcomes
  1. Describe key concepts in the theory of creative difference of personality, and innovation.
  2. Demonstrate an understanding of the characteristics of creative difference and change.
  3. Demonstrate the creative resolution of a selected problem, opportunity or issue.
Assessments
  • Department-based Assessment (100%)
Teachers
Reading List
  1. "Creativity: flow and the psychology of discovery and invention" by Mihali Csikszentmihalyi
    Publisher: Harper
  2. "The Wisdom of the Enneagram" by Hudson & Riso
    Publisher: Bantam
    Chapters: 1
  3. "Inner Knowing, consciousness, creativity, insight and intuition" by Palmer, Helen (Ed.)
    Publisher: Putnam
  4. "The Element: How Finding Your Passion Changes Everything" by Ken Robinson
    Publisher: Penguin
  5. "Creative Process" by Brewster Ghiselin
    Publisher: Penguin
The above information outlines module FA513: "Creative Difference and Innovation I" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Optional FM6102: Digital Play & Practice


Semester 2 | Credits: 10

This module aims to explore the landscape of current innovations in digital media technologies across a range of arts disciplines. The module will explore emerging technologies in digital arts such as Virtual Reality (Film/ Animation/Gaming/Experiences), Augmented Reality, Holography, 3D Projection Mapping. Students will follow a design thinking approach to develop digital media prototypes.
(Language of instruction: English)

Learning Outcomes
  1. Comprehend and describe key issues and debates surrounding the development and evolution of new media technologies.
  2. Demonstrate competence in the creation and production of a piece of digital media project.
  3. Demonstrate competence in problem solving, creative and strategic thinking.
  4. Consider and evaluate their own work in a reflexive manner, with reference to academic and/or professional issues and debates.
Assessments
  • Continuous Assessment (100%)
Teachers
Reading List
  1. "You Can Find Inspiration In Everything*: *And If You Can't, Look Again" by Paul Smith
    Publisher: Thames & Hudson Ltd
  2. "The Johns Hopkins Guide to Digital Media" by Marie-Laure Ryan, Lori Emerson, and Benjamin J. Robertson
    Publisher: John Hopkins University Press
  3. "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation" by Tim Brown
    Publisher: HarperCollins
  4. "The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm" by Tom Kelley, Jonathan Littman
    Publisher: Broadway Business
  5. "Digital Filmmaking" by Mike Figgis
    Publisher: Faber and Faber
The above information outlines module FM6102: "Digital Play & Practice" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Optional DM116: Service Learning


Semester 2 | Credits: 5

This module will involve project work for a partner inside and/or outside of the university. It will provide students with the opportunity to apply learning principles in a real-world setting. It will enable them to develop a well-rounded experience of utilising digital media knowledge and expertise to improve conditions within the local community. Contributing to the community will help students to value their knowledge and to demonstrate, first-hand, how their expertise can be used to benefit others.
(Language of instruction: English)

Learning Outcomes
  1. Apply academic knowledge and skills to real world situations.
  2. Determine the consequences of the contribution.
  3. Use digital media skills and knowledge to contribute to the local community.
  4. Use the skills developed in this and other modules to develop the final project.
Assessments
  • Department-based Assessment (100%)
Teachers
The above information outlines module DM116: "Service Learning" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Optional DM111: Research Methods


Semester 2 | Credits:

The course will develop students’ research skills and project management skills and will help students to develop their research topic over the course of the year.

Assessments
  • Department-based Assessment (100%)
Teachers
The above information outlines module DM111: "Research Methods" and is valid from 2014 onwards.
Note: Module offerings and details may be subject to change.

Optional EN6119: Culture Society Technology


Semester 2 | Credits: 10

Postgraduate introduction to issues and problems in the relationships among culture, society and technology. The course will examine the impact of technologies, especially digital technologies, from cultural, political, ethical, legal and other points of view.
(Language of instruction: English)

Learning Outcomes
  1. Describe key aspects of the historical impact of technology on culture, creativity and society, with particular focus on the digital age.
  2. Analyse and critique a range of theoretical debates associated with the interrelations of culture, society and technology.
  3. Evaluate the effect of technologies (especially digital technologies) on aspects of contemporary life.
  4. Describe key legal and ethical issues that arise in the use of new technologies.
  5. Compare ways in which the relations between culture and technology have been described and understood by a selection of writers and theorists of the present and past.
Assessments
  • Continuous Assessment (100%)
Teachers
Reading List
  1. "Digital play" by Stephen Kline, Nick Dyer-Witheford and Greig de Peuter
    ISBN: 0773525912.
    Publisher: Montr?eal ; McGill-Queen's University Press, 2003.
  2. "Wired shut" by Tarleton Gillespie
    ISBN: 0262072823.
    Publisher: MIT Press
  3. "Personal connections in the digital age" by Nancy Baym
    ISBN: 0745643329.
    Publisher: Polity
The above information outlines module EN6119: "Culture Society Technology" and is valid from 2017 onwards.
Note: Module offerings and details may be subject to change.

Why Choose This Course?

Career Opportunities

Why Choose This Course?

With its uniquely diverse offerings and an impressive roll-call of graduates, this MA  was shortlisted for Postgraduate Programme of the Year (2013). Students from the MA in Digital Media have won awards at national level in the areas of e-learning and digital storytelling. The range of skills and topics covered on the programme, as well as the different backgrounds of the students on it, contribute towards an environment rich in peer-learning, multidisciplinary experiences and cross-pollination of ideas and skills. Furthermore, as a student at the Huston School you will be part of a collaborative creative community, interacting with students across a range of Media programmes through shared modules and events. You will also have all the opportunities which come from studying at one of the world’s top Universities, including access to a range of seminars and high-profile guest speakers, and digital media practitioners.

Career Opportunities

The career paths from this course are limitless, and our graduates are sought after by a wide range of industries. Areas that former gradutes are currently working in include television production, IT, graphic and interaction design, web design and development and higher-education. A number of graduates have carried on to undertake PhD research, whilst others have utilised the creative and entrepreneurial skills developed on the course to develop their final projects into business opportunities.

Who’s Suited to This Course

Learning Outcomes

 

Work Placement

Study Abroad

Related Student Organisations

Course Fees

Fees: EU

€5,150 p.a. 2018/19

Fees: Tuition

€4,926 p.a. 2018/19

Fees: Student levy

€224 p.a. 2018/19

Fees: Non EU

€14,250 p.a. 2018/19

Postgraduate students in receipt of a SUSI grant—please note an F4 grant is where SUSI will pay €2,000 towards your tuition.  You will be liable for the remainder of the total fee.  An F5 grant is where SUSI will pay TUITION up to a maximum of €6,270.  SUSI will not cover the student levy of €224.

Postgraduate fee breakdown = tuition (EU or NON EU) + student levy as outlined above.

Find out More

Emma Hogan 
T: +353 91 495 920
E: ehogan@nuigalway.ie 
www.filmschool.ie/programmes/mapgrad.dip-digital-media

What Our Students Say

Alan

Alan Murphy |   Currently working at EO Teilfís

An excellent course, covers a broad range of topics, very friendly lecturers, learned lots and expanded my knowledge base to many areas, which is essential in any job hunt. It was also enjoyable!
Dermot

Dermot Condron |   Currently working at Makin Media Mobile

I chose NUI Galway, as I had heard the teaching staff was excellent, and the University had great learning facilities. I wasn’t disappointed. The course provided me with the necessary skills-set for industry. The technical skills taught, such as web design, 2D and 3D animation, are all skills I am now putting into practice. As well as providing technical skills, the course has a theory side to it that gives understanding to how Digital Media Production as a process is informed by narrative analysis, cinematic traditions and creative discussion. The goal of the course is to combine creativity with technical ability that is useful from a business prospective. For me, the course achieved this ambition. The teaching staff was second to none. We had great facilities at the college, with our own computer room that we could work from. The class size was small, so we all got to know each other easily.
Shannon

Shannon Reeves |   MA Digital Media

The MA in Digital Media really is a unique course, not only because of the range of subjects taught (from databases to interactive design, e-learning and writing in the digital age) but also because of the range of backgrounds and skills that students bring to the course. Because everyone has different strengths and areas for improvement, and because we're learning such an array of skills and technologies, there's an inevitable community bond which grows up very quickly between members of the class, as everyone helps each other and contributes to classroom learning. We've also got a dedicated lab where we can work on our own computers, discuss our assignments, and even just socialise, which means there's a healthy mix of social and educational development as the year progresses.

2013

SHORTLISTED for the National Postgraduate Course of the Year Award