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Creative Technologies and Emerging Media (PgCert)
PgCert (Creative Technologies and Emerging Media)
College of Arts, Social Sciences & Celtic Studies, School of Computer Science- Title of Award
- Postgraduate Certification
- Course Code
- CTE1
- Delivery
- Online
- Duration
- 1 year, part-time
- ECTS Weighting
- 30
Why Choose This Course?
Course Information
Who is this course for?
This programme is particularly suitable for people currently working in the creative industries or with a background in the creative arts who wish to develop the use of technology in their professional practice and apply creative practice approaches within a digital environment.
It will provide students with basic proficiency in industry-standard software and hardware relevant to the creative technology sector such as game engines, XR systems, motion capture, and creative coding.
Objectives
- Understand the fundamental principles and concepts of creative technologies, including digital media, interactive design, virtual/augmented reality, artificial intelligence, and computational creativity.
- Apply creative practice approaches within a digital environment.
- Demonstrate familiarity with the key tools, platforms, and software commonly used in creative technology fields, such as 3D modeling, game engines, and coding environments.
- Develop basic proficiency in industry-standard software and hardware relevant to the creative technology sector (e.g., game engines, AR/VR systems, motion capture, creative coding, etc.).
- Consider the social and cultural impacts of creative technologies, and engage critically with discussions around diversity, inclusion, and representation in the area of digital technologies.
What will I study?
Semester 1
Creative Coding 10 ECTs
Using open-source languages designed for media arts and visual design communities, students will be introduced to fundamental programming concepts. In doing so, they will learn using a practice-based approach how essential coding skills can be used as expressive tools, and how such approaches play a vital role for critically engaging with the development of creative technologies and platforms.
Semester 2
Immersive Media 10 ECTs
This module introduces students to key concepts and practices associated with Immersive/Extended Reality Technologies and Platforms. Using a range of software and hardware, underpinned by critical analysis of networked culture, students will engage with immersive technologies in order to create multi-sensory narratives and experiences informed by both traditional and new storytelling techniques.
Creative Coding and Immersive Media will be delivered via 10 weeks of online lectures, along with an end-of-semester workshop which can be attended on campus or remotely. Both modules will use a practice-based approach, interactive delivery and project-based assessment. Module assessments will provide students with opportunities for individual and group work as well as formative feedback and peer-led critique.
Semester 1 and 2
Applied Creative Practice 10 ECTs
Through a series of seminars and workshops led by industry experts, which can be attended in-person or online, this module introduces students to advanced creative practice methodologies in the field of creative technologies and to key elements of project design, including ethical considerations in project design. Applied Creative Practice consists of 12 workshops over two semesters, which can be attended on campus or online. These workshops will be led by experts in the field of creative technologies and creative practice. Assessment is project-based and students will also meet individually (online) with the module coordinator to develop a final project that explores an area of creative practice addressed in one of the workshops.
Curriculum Information
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.
- Module
- An examinable portion of a subject or course, for which you attend lectures and/or tutorials and carry out assignments. E.g. Algebra and Calculus could be modules within the subject Mathematics. Each module has a unique module code eg. MA140.
- 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 (30 Credits)
RequiredFM6129: Applied Creative Practice
FM6129: Applied Creative Practice
Semester 1 and Semester 2 | Credits: 10
Through a series of seminars and workshops led by industry experts, which can be attended in-person or online, this module introduces students to advanced creative practice methodologies in the field of creative technologies and to key elements of project design, including ethical considerations in project design.
(Language of instruction: English)
Learning Outcomes
- 1. Identify core creative practice methodologies in the field of Creative Technologies.
- 2. Devise a project design framework for their area of creative practice specialisation.
- 3. Demonstrate an awareness of ethical consideration in research design.
Assessments
- Department-based Assessment (100%)
Teachers & Administrators
Click a name to search for their researcher profile. Note: Only teachers publish research profiles.
Reading List
- "Practice-led Research, Research-led Practice in the Creative Arts" by Hazel Smith,R. T. Dean
ISBN: 9780748636297. - "Creative Technologies for Multidisciplinary Applications" by Andy M. Connor, Stefan Marks
ISBN: 1522500162. - "Handbook of Research on Digital Media and Creative Technologies" by Dew Harrison
ISBN: 1466682051.
Publisher: Information Science Reference
Note: Module offerings and details may be subject to change.
RequiredFM6128: Creative Coding
FM6128: Creative Coding
Semester 1 | Credits: 10
Using open-source languages designed for media arts and visual design communities, students will be introduced to fundamental programming concepts. In doing so, they will learn using a practice-based approach how essential coding skills can be used as expressive tools, and how such approaches play a vital role for critically engaging with the development of creative technologies and platforms.
(Language of instruction: English)
Learning Outcomes
- Demonstrate a clear understanding of core coding principles.
- Create interactive artworks and exhibit them publicly on online platforms.
- Critique and analyse digital/media artworks and situate them within wider socio-technical and historical contexts and themes.
- Gain experience in using relevant coding languages, libraries and online software development platform.
- Gain experience in collaborative coding approaches.
Assessments
- Department-based Assessment (100%)
Teachers & Administrators
Click a name to search for their researcher profile. Note: Only teachers publish research profiles.
Reading List
- "Code as Creative Medium" by Golan Levin,Tega Brain
ISBN: 9780262542043.
Publisher: MIT Press - "Exploratory Programming for the Arts and Humanities" by Nick Montfort
ISBN: 9780262034203.
Publisher: MIT Press - "Critical Code Studies" by Mark C. Marino
ISBN: 9780262043656.
Publisher: MIT Press - "The Software Arts" by Warren Sack
ISBN: 9780262039703.
Publisher: MIT Press - "Digital Art in Ireland" by James O'Sullivan
ISBN: 9781785274794.
Publisher: Anthem Press - "Aesthetics of Interaction in Digital Art" by Katja Kwastek
ISBN: 9780262019323.
Publisher: MIT Press - "Getting Started with p5.js" by Lauren McCarthy, Casey Reas, and Ben Fry.
Publisher: Maker Media
Chapters: 8 - "Aesthetic Programming: A Handbook of Software Studies" by Winnie Soon, Geoff Cox
Publisher: Open Humanities Press
Note: Module offerings and details may be subject to change.
RequiredFM6127: Immersive Environments
FM6127: Immersive Environments
Semester 2 | Credits: 10
This module introduces students to key concepts and practices associated with Immersive/Extended Reality Technologies and Platforms. Using a range of software and hardware, underpinned by critical analysis of networked culture, students will engage with immersive technologies in order to create multi-sensory narratives and experiences informed by both traditional and new storytelling techniques.
(Language of instruction: English)
Learning Outcomes
- Ability to create functional prototypes of immersive experiences using a range of Immersive/XR technologies.
- Incorporate visual design best practice into immersive media projects.
- Situate Immersive/XR technologies within wider socio-technical contexts and themes.
- Outline core concepts and technologies related to immersive technologies and extended reality.
- Identify inclusion issues related to immersive technologies and develop potential more accessible experience.
Assessments
- Department-based Assessment (100%)
Teachers & Administrators
Click a name to search for their researcher profile. Note: Only teachers publish research profiles.
Reading List
- "Aesthetics of Interaction in Digital Art" by Katja Kwastek
ISBN: 9780262528290.
Publisher: MIT Press - "The Principles and Processes of Interactive Design" by Jamie Steane
ISBN: 9782940496112.
Publisher: A&C Black - "Radical Technologies" by Adam Greenfield
ISBN: 9781784780432. - "The Design of Everyday Things Indian ed." by Don Norman
ISBN: 9780465055715.
Publisher: Basic Books - "The Aesthetics of Virtual Reality" by Grant Tavinor
ISBN: 9780367620424.
Publisher: Routledge - "Reality Media: Augmented and Virtual Reality" by Jay David Bolter, Maria Engberg
Publisher: MIT Press
Note: Module offerings and details may be subject to change.
- Flexible Online Delivery: The programme can be completed entirely online through the CANVAS virtual learning environment, with optional in-person workshops and full access to University of Galway facilities.
- Interdisciplinary Focus: Combines creative practice, critical theory, and technical training across coding, immersive media, and digital storytelling.
- Industry Engagement: Features masterclasses and workshops led by creative professionals using cutting-edge technologies in real-world contexts.
- Practice-Based Assessment: Emphasises hands-on learning through creative projects and applied research rather than traditional exams.
Career opportunities include:
- Creative Technologist roles which focus on embedding interactive technologies within creative practice, such as live performance.
- XR development roles within creative practice and industry, including healthtech and edtech.
- Games development, 3D modelling and animation.
- UX designer.
How will I learn?
You will learn through a flexible, blended approach combining online lectures, tutorials, and independent project work. Teaching is delivered primarily via the University of Galway’s CANVAS virtual learning environment, where you will access video lectures, reading materials, and interactive exercises. Weekly online tutorials and drop-in sessions provide opportunities to discuss module content, ask questions, and receive feedback on your progress. You will engage in both individual and collaborative tasks, developing practical skills in creative coding, immersive media, and applied creative practice.
Throughout the programme, masterclasses and workshops with industry professionals offer insights into real-world applications of emerging technologies. While the course can be completed fully online, students are also invited to attend an optional in-person end-of-semester workshop and to make use of campus resources such as the Library and Academic Writing Centre.
How will I be assessed?
Assessment is entirely coursework-based and designed to reflect the applied and creative nature of the programme. You will complete a range of assignments including creative projects, written essays, and technical exercises. Typical assessments include weekly coding tasks, a midterm creative project, and a final major project or essay that synthesises your learning.
Course queries:
odonovant@universityofgalway.ie
Programme Director(s):
Dr Conn Holohan
Director Centre for Creative Technologies
E: conn.holohan@universityofgalway.ie
University of Galway recognises that knowledge and skills can be acquired from a range of learning experiences. This is in line with the National Framework of Qualifications (NFQ) goals which aim to recognise all learning achievements by supporting the development of alternative pathways to qualifications (or awards) and by facilitating the recognition of prior learning (RPL).
Where applicants do not meet the formal academic requirements, they can apply for entry through the University's Recognition for Prior Learning Policy.
Transferable skills and attributes include:
- Knowledge of up-to-date developments and innovations in creative technologies such as immersive media, creative computing and generative AI.
- Understanding of core programming fundamentals and approaches and using coding as an artistic medium for creative expression.
- Ability to apply creative practice methodologies to design challenges within technology environments.
- Skills and knowledge to develop immersive environments (augmented and virtual reality) using industry-standard applications and incorporating visual design best practice.
- Ability to create interactive artworks.
- Experience undertaking self-directed and collaborative work.
Accreditations & Awards
Meet our Employers
Entry Requirements and Fees
Minimum Entry Requirements
NQAI Level 8-degree in a related subject (e.g. media studies/production, theatre and performance, fine arts, animation, computer science) or NQAI Level 7-degree in a related subject plus 2-years relevant work experience.
English Language Entry Requirements
IELTS of 6.5 (including no less than 5.5 in any one component) or TOEFL 88 or Pearson PTE 61 or equivalent.
More information on English language test equivalency are available here.
Supporting Documents
Applications to this programme are through Springboard. You will be required to provide supporting documentation as part of your application. You can check here what supporting documents are required for this course.
This course is funded through Springboard+, you can apply for this course here.

Fees for Academic Year 2026/27
| Course Type | Year | EU Tuition | Student Contribution | Non-EU Tuition | Levy | Total Fee | Total EU Fee | Total Non-EU Fee |
|---|---|---|---|---|---|---|---|---|
| PG Cert Part Time | 1 | €4,500 | €SB - International students not eligible | €70 | €4,570 |
Why University of Galway?
World renowned research led university nestled in the vibrant heart of Galway city on Ireland's scenic West Coast.
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Meet Our Alumni
Course Introduction
The Postgraduate Certificate in Creative Technologies and Emerging Media offers a unique combination of creative practice, coding and software skills, and cutting edge methodologies in the field of creative technologies. Over 3 modules and 2 semesters, students will be introduced to the key software platforms for the design and development of immersive and interactive media content, as well as computational creativity and generative AI.







