• NYU

    • Tandon School of Engineering
    • Technology, Culture and Society
    • We promote critical engagement with technology and science while drawing on the perspectives of the humanities and social sciences.
      • Integrated Design & Media (IDM)
        • Creative practice, design research and multidisciplinary experimentation with emerging media technologies
        • IDM is a ‘STEAM‘ program combining artistic inquiry with scientific research and technological practice to explore the social, cultural and ethical potentials of emerging technologies.
        • The IDM curriculum integrates topics typically found in an arts context — creative expression and design within both fixed and interactive media — with engineering topics such as signal processing and human-computer interaction. As a program within TCS, this curriculum embraces the department’s core focus on the intersection of engineering and society, encouraging students to engage with technology in a creative, critical, sustainable, and ethical manner. IDM courses feature strong emphasis on human-centered, outward-facing work that integrates values of self-expression, equity, and social justice into engineering.
        • Careers:
          • Game Developer
          • Multimedia Artist
          • Creative Director
          • Web Designer/Developer
          • Digital Graphic Designer
          • Entrepreneur
          • Mobile Application Developer
          • Video Editor
      • In our academic programs, digital media is explored as a spectrum of practices that range from computer programming (for app development, software engineering, game development and interaction design) to 2D and 3D graphics (for human-computer interfaces, augmented reality, motion capture, and game design & development) to photography, film, and audio (for media installations, performing arts research, and integration with various mediums).
  • USC

    • Iovine and Young Academy

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    • ARTS, TECHNOLOGY AND THE BUSINESS OF INNOVATION
    • Conceived as an educational startup, the USC Iovine and Young Academy is not just a home for disruptors but a disruptor itself. Its model is unique among higher education institutions, providing a groundbreaking experience that nurtures unbridled creativity at the intersection of four essential areas: the arts and design; engineering and computer science; business and venture management; and communication. Its students are capturing internships and jobs from big tech, the creative industries, research and non-profit, and leading companies world-wide, and Academy student startups have received more than $120 million in investment and acquisition funding to date.
    • Our students seek a different style of education that empowers the creative spirit and leads to an unprecedented combination of knowledge and skill. Discarding any remnants of the traditional ‘one size fits all’ program, each Academy degree facilitates an individual’s ability to engage differently and successfully with a dramatically changing, tech-driven global marketplace, and to have a genuine positive impact on the world.
  • CMU

    • IDeATE: Integrative Design, Arts, and Technology
    • Makers, Creators, Collaborative Innovators - Learning at the Creative Intersection of Art and Technology
      • Courses:
        • 15-104 IDeATe: Introduction to Computing for Creative Practice
        • 15-110 Principles of Computing
        • 15-112 Fundamentals of Programming and Computer Science
        • 05-291 Learning Media Design
        • 05-823 E-Learning Design Principles and Methods
        • 82-888 A Language Learning & Technology
        • 82-288 Everyday Learning: Designing Learning Experiences in Times of Unrest & Uncertainty
        • 99-361 IDeATe Portal: Learning About Learning
        • 16-223 IDeATe Portal: Creative Kinetic Systems
        • 60-223 IDeATe Portal: Introduction to Physical Computing
        • 82-287 Multicultural Immersion: Relating Your World in Virtual Reality
        • 67-240 Mobile Web Design & Development
  • UC San Diego

    • ICAM (Interdisciplinary Computing and the Arts Major) (VA29)
    • The Interdisciplinary Computing and the Arts major draws upon and aims to bring together ideas and paradigms from computer science, art, and cultural theory. The goals of the program are to prepare the next generation of artists who will be functioning in a computer-mediated culture; to give students necessary technical, theoretical and historical backgrounds so they can contribute to the development of new aesthetics for computer media; to prepare students to mediate between the worlds of computer science and technology, the arts, and the culture at large by being equally proficient with computing and cultural concepts; and to give students sufficient understanding of the trajectories of development in computing so they can anticipate and work with the emerging trends, rather than being locked in particular software currently available on the market.
    • The ICAM major seeks to prepare students to invent the digital culture of the future. While learning practical technical skills is an important part of the program, production technologies emerge and obsolesce rapidly; students will find themselves learning new skills throughout their careers. As such, the program focuses on helping students develop a broad conceptual understanding of both cultural and technical topics, and the intellectual flexibility to invent, adapt, and learn on their own, in addition to acquiring the skills to gain an entry-level job.
    • ICAM graduates have gone on to a range of fields in both industry and fine arts. Some students have pursued graduate study in fields including digital media arts, photography, user experience design, and many others. Students have entered industry in fields including web development, game design, media production, and social media marketing. A number of graduates have started their own businesses, ranging from developing independent games, software, and hardware to online marketing services.
  • MIT

    • Media Lab
      • Unconstrained by traditional disciplines, Media Lab designers, engineers, artists, and scientists strive to create technologies and experiences that enable people to understand and transform their lives, communities, and environments.
      • Art, science, design, and technology build and play off one another in an environment designed for collaboration and inspiration.
      • Media Lab alumni and researchers go on to careers in research and academia; to become entrepreneurs; to bring their unique skills and insights to industry; or to become independent designers, artists, inventors, and consultants.
      • Research and projects developed at the Media Lab frequently grow and evolve out of the Lab, too: as spinoff companies, as exhibitions and performances, as tech transfer to member companies, and, perhaps most importantly, as the basis for continued research and exploration for others, both within Lab and all over the world.
      • Courses:
        • Advanced Seminar: Affective Computing and Ethics (2 0 10)
        • Reimagining Hyperinstruments: Musical Aesthetics and Media Technology (3 3 6)
        • Can Space Enabled Designs Advance Justice and Development? (3 0 9)
        • How to Make (Almost) Anything (3 9 6)
        • Queer-Feminist-Antiracism and Design for the Future (3 0 6)
        • Ancient Future Tech (0 9 0)
  • Hunter

    • Graduate School of Education
    • Computer Science Education
    • Course Sequence
      • Course Highlights:
        • Modern Topics and Concepts in Computer Science (3 credits)
        • Methods I: Advanced Study of Secondary Learning Environments for Teaching Computer Science (3 credits)
        • Curriculum Design for Computer Science ((3 credits, includes fieldwork hours)
        • SEDF 70500 – Educational Psychology: Applications to Adolescent Education (KC) (2 credits, Includes fieldwork hours)
  • Thoughts

  • Take pedagogies elective to see the vibes of teaching → I think I need to get the teaching certification