topical media & game development

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curriculum creative technology

from a new media perspective

Anton Eliëns

abstract In this brief report an outline is given of how a first year curriculum of creative technology may look like, proceeding from the assumption that equal attential is given to the constituting subdisciplines of creative technology, that is computer science, new media, smart technology, mathematics and industrial design, and that a substantial part of the curriculum is devoted to integrative creative applications.
status: 18/2/08 -- for discussion


Summarizing, we may formulate the educational targets of the creative technology curriculim as follows:

target(s) -- creative technology

from a new media perspective: track(s)

The scope of the curriculum is also determined by the contribution of what may be regarded the constituting (sub) disciplines of creative technology:


   CS -- computer science
   NM -- new media
   ST -- smart technology
   MA -- mathematics
   DE -- design
   CA -- creative applications
with creative applications as an essential integrative element in the curriculum.

creative technology -- foundation(s)

When each of the sub-disciplines takes an equal share in the first year, which is meant to lay the foundations for further specialisations, it seems fair to devoted 9 credits to each, leaving a total of 15 credits for creative applications. An indication of how the elements for each track could be is given below.


CS13computer & network architecture(s)
CS26programming fundamental(s) -- C++/Java
NM13web technology (1) -- html, javascript. css
NM26animation in 2D
ST13smart technology (1) -- smart systems
ST23smart technology (2) -- sensor design & instrumentation
MA16mathematics essentials with matlab
MA23the (he)art of mathematics
DE16drawing & modeling
DE23human factors in design
CA13we create identity
CA26living & working tomorrow
CA36have fun and play!

Naturally, each of the tracks or sub-disciplines may take responsibility for the details of the courses.

first year -- curriculum

As a first proposal for distributing the courses over the period of the first year, we may think of:


1 CA1/CS1 introduction
2 MA1 mathematical skills
3 NM1/ST1 introduction specialisation(s)
4 DE1 industrial design
5 CA2 living & working tomorrow
6 NM2/ST2 specialisation(s)
7 NM2/ST2 continued
8 MA2/DE2 mathematics & design
9 CS2 programming fundamentals
10 CA3 have fun and play!

This proposal stems from the wish to have a proper alteration between technical/disciplinary courses and introductory/explorative courses. It also does explicitly not exclude mutual connections between the various tracks, that is topics and subjects that are dealt with commonly, from different perspectives.

follow up -- new media & smart technology

In later years, students will choose for a specialisation in aither the new media or smart technology track. However, from a new media perspective, it should be clear that both in the computing track as well as the creative applications track, a close relation with smart technology might be desirable.

Additional courses in computing and new media will include:


CS36advanced programming -- idoms, APIs
NM33web technology (2) -- php, web services
NM463D virtual environments -- x3d/vrml
CA26living & working tomorrow (advanced)

Given the domain of creative technology we envision an advanced project living & working tomorrow, in close cooperation with smart technology.


We have sketched a proposal for the first year creative technology curriculum, based on an equal share of tracks and sub-disciplines, as a reference for discussing courses and topics in the first year. It must be emphasised, again, that the integrative courses/projects creative applications are essential, not only to train the individual students in applying their skills and knowledge, but equally important to promote a collective identity of creative technology students in collaborative projects.

(C) Æliens 04/09/2009

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