Programme description for Multimedia and Game Technologies, Master's Programme (2026–2028)
Facts about the program
- ECTS credits:
- 120
- Study duration:
- 2 years
- Organisation:
- Full-time
- Campus:
- Campus Grimstad
- Teaching language:
- English
- Study level:
- Master's degree (2 years)
Table of contents
Study Model
Autumn 2026
Specialization
Compulsory Courses
- IKT465 Research Methods 7.5 stp
- MM-410 Applied 21st Century Skills 7.5 stp
- MM-411 E-Teaching I - Pedagogy and Learning/Instructional Design 7.5 stp
- MM-414 Part 1 of 2 Platform Dynamics and Governance in Esports
- ORG001 Health, Safety and Environment 0 stp
- ORG453 Communication, Cooperation and Research Methods 7.5 stp
Compulsory Courses
Compulsory Courses - part time
Compulsory Courses - part time
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Spring 2027
Compulsory Courses
Compulsory Courses
Compulsory Courses - part time
Compulsory Courses - part time
MM-406 (multimedia background) or MM-405 (engineering background)
MM-406 (multimedia background) or MM-405 (engineering background)
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Autumn 2027
Compulsory Courses
Compulsory Courses
Compulsory Courses - part time
Compulsory Courses - part time
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Spring 2028
Compulsory Courses
Compulsory Courses
Compulsory Courses - part time
Compulsory Courses - part time
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Autumn 2028
Compulsory Courses - part time
Compulsory Courses - part time
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Spring 2029
Compulsory Courses - part time
Compulsory Courses - part time
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Autumn 2029
Compulsory Courses - part time
Compulsory Courses - part time
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Spring 2030
Compulsory Courses - part time
Compulsory Courses - part time
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Learning outcomes
On successful completion of the programme, the student should have the following learning outcome defined in terms of knowledge, skills and general competence:
KNOWLEDGE
The candidate:
can review multimedia and educational technology as a research field
understands the relationship between interactive design and learning theories
has advanced knowledge of deliverance platforms for multimedia content
has a thorough understanding of 3D visualization
can assess the value of games and simulation in E-learning systems
has advanced knowledge of human-machine interfaces
has advanced knowledge about how to apply theoretical models to identified research problems
SKILLS
The candidate:
can design and create an advanced and effective educational multimedia system, using state of the art technologies, based on acknowledged pedagogical and aesthetical principles
masters multimedia technology, software and hardware, on a professional level
can create and use interactive content and web design to promote and enhance media projects
has control of the formatting and distribution of content across major digital media platforms
has the programming skills to produce advanced educational technology content
can carry out an independent, limited research or development project in accordance with applicable norms for research ethics
is able to design and create a digital game with educational purpose
can identify and utilize transferable skills
can use basic AI tools and decide when it is the best option
GENERAL COMPETENCE
The candidate:
can apply their knowledge and skills to new areas to pursue advanced task and projects
can communicate extensive independent work by mastering the relevant forms of expression used in research and development in multimedia and educational technology
can disseminate their knowledge of applied and theoretical problems and solutions, orally and in writing, to their peers and to a general audience
can evaluate work in their field, including their own work, using professional terminology
can contribute to innovation in academic and industrial projects
can analyse relevant professional and research ethical issues
Can apply their knowledge into creating game-based projects in different fields using relevant theory and tools and be able to understand the implications of AI
Admission requirements
The admission requirements are:
- A 3 year bachelor’s degree in Academic esports
- or
- A 3 year bachelor’s degree in Multimedia Technology and Design, or similar.
or - A 3 year bachelor’s degree in engineering. The applicant must have passed courses in basic object-oriented programming and 3D-modelling or technical drawing.
or - A 4-5 year teachers education and 60 credits of multimedia courses, basic object-oriented programming and 3D-modelling.
A weighted average grade of C or better is required.
Admission takes place in accordance with regulations on admission to studies and courses at the University of Agder https://lovdata.no/dokument/SF/forskrift/2021-11-24-3370?q=uia
Recommended previous knowledge
General description and profile of the programme
The programme delivers candidates with high competence in multimedia and game technologies. The emphasis in the programme is on knowledge of both existing and new and emerging technologies, new tools and new methods for dissemination of knowledge using modern educational technology. The teaching reflects on the wide range of branches the candidate can work in after graduation, ranging from the development of E-learning material for traditional school and university education, training of employees in firms and as employees in companies using E-learning and educational technologies.
The program offers two distinct tracks, one of which focuses on multimedia and learning technologies. The other track focus on the use of transferable skills through Academic Esports and a focus on game development. The programme’s main focus is on educational technology, and all topics help underpin the knowledge necessary to develop good E-learning modules and topics. A thesis of 45 credits in the third and fourth semester, gives the students the possibility for specialization in a particular field of industry. The multimedia track emphasizes the design and evaluation of user interfaces, as well as the development and implementation of virtual and augmented reality applications. The program also offers a specialized tracks for engineers and students with an academic esports background. The academic esports and game development track enables students to develop further skills in the development of games and the laws, regulations and governance connected to this field. This allows fo a master’s degree that opens up a variety of pathways moving on.
Teaching and learning methods
Assessment methods
Internationalisation
Multimedia is an area where companies and professionals both cooperate and compete internationally as well as nationally. The literature in the programme is in English, and English is the language of teaching. This will prepare the students for an international working life and teach them to communicate about their field of expertise in an international environment. Many of the students will also come from international programs initially.
The students are given the opportunity to take parts of the programme at partner universities abroad. Full-time master´s students can take the third and/or fourth semester at a partner university abroad. Credits awarded at the foreign university may be transferred into the student´s programme at the University of Agder (UiA). In order to become an exchange student, the courses/thesis work that the student is planning to undertake at the foreign institution must be given a preliminary approval by the student´s programme manager at UiA, and a written student contract must be signed with the International Education Office. The Faculty of Engineering and Science has a large number of partner universities with which student exchange can be arranged in an efficient manner. The master´s programme is open to incoming exchange students from foreign universities, who may follow one or two semesters of the programme.
Requirements for continuing in the study programme
Students who have been given conditional admission to the programme must meet all the admission requirements before they can pass into the 2nd year of the programme. The student must have passed at least 45 ECTS in the Master´s programme before registering for the Master´s Thesis. All courses that lead directly to the thesis work must be successfully completed. Every semester the students must prepare and update individual education plans. Students are expected to take full responsibility for their own learning and personal progress in keeping with their individual education plans.
The requirements that the students have to meet in order to graduate are described in the different course descriptions under the headline "Examination requirement"and "Assessment methods and criteria".
Occupational profiles of graduates and access to further studies
On successful completion of the master's degree, candidates will be able to move directly into the field of multimedia industry and enterprises where information is central. Central areas of work will be development of digital learning systems for the public and private sector, for example the public education system, the movie-, TV- or other media industry, the structural engineering, offshore industry, museums/galleries and advertising agencies. The Master´s programme in multimedia and game technology provides the basis for continuing in education and research in Norway or abroad, for example with a doctorate.
The Faculty has its own doctoral programme in engineering and science, and a candidate from a master´s programme in multimedia and educational technology can be qualified for this programme.
The Academic Esports and game technology track also opens up for a wider variety of areas in which the program might be beneficial.
Qualification awarded
Student evaluations
Fees
Together with the students the university regularly arranges trips abroad for the students to visit relevant firms and universities. These trips are voluntarily and not a requirement in the study programme. The students must cover the expenses of the trip themselves.
If a student gets the opportunity to work with a company in their location, or if a student chooses to work together with a company in a course, the student will have to cover the travel expenses.
Contact person
Other information
A compulsory course in Health, Safety and Environment is required for students admitted to the programme.
It is a requirement that all students at UiA have their own portable computer (laptop) for use in teaching and examinations, see Examination Regulations, University of Agder, §12d