Bachelor in Interactive Media: Animation
Bachelor in Interactive Media: Animation
- Study Facts
- Area of StudyInteractive Media
- ECTS180
- NQF LevelBachelor's degree (Level 6 1. Cycle)
- CampusKristiansand, OnlinePLUS - Bergen, OnlinePLUS - Oslo, Online
- Study ModeOnlinePLUS, Full-time, Online
- Entry Requirements
- Study Programme LeaderJoshua Griffin
Noroff University College (NUC) offers awards that specialise in the utilisation of digital technology. The objective of the Bachelor in Interactive Media: Animation (IMAN) is to provide you with an understanding of the competence required to be successful with the field, depending on your chosen program of study.
This bachelor’s degree provides an opportunity to explore the utilisation of digital technology for creativity within the media domain, particularly regarding the design and development of animation and computer games. It is aimed at inspiring and developing creative industry practitioners who have the knowledge and expertise to excel in their chosen fields through the applied use of theories, practical skills, and the capability to develop new skills to make the most of new and emerging technologies and platforms.
Animation has become increasingly important in the creative and entertainment industries over the last few decades. With applications including advertising, health, special effects, film, military, legal system and video games, animation is no longer considered merely the domain of a younger audience. Whether online or on the big screen, animation is in high demand and this programme is specifically designed to offer students an experience that converges the two essential components of animation: art and technology. However, a graduate has more than drawing ability and technical skills: they are also storytellers!
Throughout the programme, students will develop and expand their creative skills, whilst being guided through key competencies required in order to become a professional in the field. Students will tell their stories by exploring a range of concepts, tools and technologies both in contemporary and historical use. Whether the chosen career path leads towards the development of stand-alone animation or interactive computer games, to the film and TV industry or any number of other emerging industry sectors.
This degree programme aims to develop creative industry practitioners with the knowledge and skills to readily make use of theories and practices with contemporary and potential future technologies in the production of various media and platforms.
The study has been specifically designed to equip graduates with the conceptual understanding and principles of creative content development to enable adaptation for specific purposes. In addition, students will acquire the principles for self-reflective practice and understands the importance of an explorative yet focused approach to lifelong learning. The study prepares students for work within a wide range of creative and entertainment media industries such as film, games, music, TV, publishing.
During their learning journey, students will engage in industry-standard best practice in the design, development and implementation of a variety of media forms, and understand the impact of social and cultural content towards media and audiences. Students will be able to recognizes the importance of active engagement, communication and transferable skills in preparation for industry employment.
A Programme Learning Outcome (PLO) is essentially a statement that describes what the student has achieved upon successfully completing the degree. Each course description has its own set of learning outcomes, which contribute to the achievement of Programme Learning Outcomes. The PLOs for this degree are based on the Norwegian Qualifications Framework for Lifelong Learning (NQF) at bachelor level. The NQF levels are formulated on the basis of what a person know, can do and is capable of doing as a result of a learning process. The outcomes of the completed learning process are described in the categories: “knowledge”, “skills” and “general competences”.
Knowledge: Understanding of theories, facts, principles, procedures in subject areas and/or occupations.
Skills: Ability to utilise knowledge to solve problems or tasks (cognitive, practical, creative and communication skills).
General Competence: Ability to utilise knowledge and skills in an independent manner in different situations.
Students who are awarded a Bachelor in Interactive Media: Animation have attained:
K1 | Knowledge of important topics, theories, issues, processes, tools and methods within the fields of Interactive Media and Animation. |
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K2 | Demonstrate familiarity with current research and development work in the general Interactive Media and Animation field. |
K3 | Knowledge of the key principles, theories, tools and techniques in the area of Interactive Media (Animation), ability to evaluate these tools and techniques, and to apply them in a variety of situations. |
K4 | Demonstrate ability to update his/her knowledge in the area of Interactive Media (Animation), both through academic study and professional development. |
K5 | Knowledge of the history, traditions, and distinctive character of Interactive Media (Animation) and its place in, and potential impact on society. |
K6 | Understand social, psychological and ethical issues relating to Interactive Media (Animation) and presenting the results to stakeholders. |
K7 | Knowledge of applying Interactive Media principles, tools and techniques within complex scientific and industrial fields. |
S1 | Demonstrate the ability to apply academic knowledge and relevant results of research and development work to practical and theoretical Interactive Media (Animation), and make well-founded, informed and justified decisions and choices. |
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S2 | Demonstrate ability to reflect upon own academic practice and professional development, identify areas for improvement, and to adapt to future tools, techniques and technology. |
S3 | Demonstrate ability to find, evaluate and refer to information and scholarly subject matter and present it in a manner that sheds light on the problem. |
S4 | Demonstrate ability to appropriately and effectively create and develop Interactive Media and Animation projects in an appropriate multimedia format for each particular challenge. |
S5 | Demonstrate ability to select and use the primary tools and techniques for managing, manipulating and visualising data in an appropriate and professional manor. |
S6 | To critically select and apply a range of analytical and methodological problem-solving techniques, based on research, and to be able to interpret the solutions and present results appropriately. |
S7 | The ability to identify appropriate stakeholders and communicate, network and collaborate with these stakeholders at an appropriate level. |
G1 | Identify and appropriately act on complex ethical issues arising within academic and professional practice within the specialist field of Interactive Media (Animation). |
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G2 | Plan, execute and manage a variety of assignments and projects over time, alone or as part of a group, to successful conclusion and in accordance with ethical requirements and principles. |
G3 | Communicate effectively using appropriate forms of communication electronically, orally and written, being able to present problems, solutions, theories and academic arguments in a professional manner. |
G4 | Communicate and exchange opinions, ideas and other subject matters such as theories, problems and solutions, with others with background and/or experience in Interactive Media (Animation), through the selection and application of appropriate methods of communication, thereby contributing to the development of good practice within the community of practice. |
G5 | Demonstrate the ability for self-reflection as part of a lifelong learning strategy. |
G6 | Familiarity with current and new thinking and trends within the field of Interactive Media (Animation), and innovations in the field. |
All study programmes use a variety of teaching and learning activities to encourage students to actively explore and apply new knowledge, along with developing skills and competencies. Each course will incorporate a range of teaching and learning methods according to which are most appropriate for that course – determined through a process of constructive alignment. The primary aim of these methods is to support the students’ learning process and facilitate the achievement of the learning outcomes. The applicable teaching and learning methods include, but are not limited to, the following:
Teacher-Led Activities (TLA) | |
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Teacher-Supported Work (TSW) | |
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Self-Study (SST) | |
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Key information for the degree is delivered in lectures, normally in one of the Campus auditoriums and as a live stream. Tutorials and supported study are delivered through laboratory-based sessions. All educational material is accessible through the LMS, which forms part of the Virtual Learning Environment (VLE), illustrated in Figure 1.
The LMS provides a central location for the distribution of all educational content and learning resources related to all courses throughout the program of study:
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The dates and times for all educational sessions for every course, including lectures and tutorials, can be found in the online timetabling system (TimeEdit).
The student workload has been carefully considered for each course to include an appropriate combination of activities suitable for the subject area.
Information and details about a specific course can be found in the respective Course Description. However, each course comprises a selection of lectures, tutorials, and other appropriate sessions. These are timetabled based on a full-time study schedule of 08:00 to 16:00, Monday to Friday.
At the start of each academic year, a Study Schedule is published and made accessible. It contains the planned start and end dates for all courses in the degree. The schedule also includes dedicated study time to work on projects and extra-curricular sessions, including seminars, workshops, and guest speakers from industry. If the schedule is updated, students are promptly informed.
Reading lists for a study programme, and especially for a course within a study programme, is annually revised. In some cases, where the field is rapidly changing, the reading list may be complete closer to course start-up. The reading list will be shared close to semester start, or upon request by contacting the Study Programme Leader.
Each course in the programme of study comprises of several graded (summative) assessments, where students can demonstrate their achievements and abilities. Information about assessments for each course is provided via the course pages on the LMS. When assessments are released, students are encouraged to always read through the instructions fully and carefully, to ensure the greatest chance of success. If anything is unclear, please contact the relevant Course Leader as soon as possible.
A course is successfully completed once the student has obtained a passing grade for that course. Every assessment has a specific completion deadline comprising a date and time. Work can be submitted any time up to the stated deadline. Students must be able to clearly demonstrate the extent to which they have met the learning outcomes of that course in order to pass. Students will encounter a variety of assessments, which may be used for formative and summative purposes, to ensure that students meet or exceeded the PLOs.
Specific assessment strategies for each course, and instructions for submitting course work, are detailed in the LMS course pages. Please see the regulations available on www.noroff.no/en.
Assessment Methods | |
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Formative |
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Summative |
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Assessments are graded according to the standard university grading scale, described in the table below.
Grade Letter | Quality Indicator | Definition |
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A | Excellent | An excellent performance, clearly outstanding. Shows a high degree of independence. |
B | Very good | A very good performance, above average. Shows a certain degree of independence. |
C | Good | An average performance, satisfactory in most areas. |
D | Satisfactory | A performance below average, with significant shortcomings. |
E | Sufficient | A performance that meets the minimum criteria, but no more. |
F | Fail | A performance that does not meet the minimum criteria. |
For general admission it is required to document the following criteria as passed:
- Higher Education Entrance Qualification, and
- Candidates must be able to document proficiency in the English language. Language requirements by Samordna Opptak
For admission on basis of prior learning and work experience:
Admission based on prior experience requires a written application for evaluation. Applicable candidates must be at least 25 years of age in the year of admission.
For candidates with foreign education the requirements for Higher Education are:
- The country must be recognized by NOKUT, specified in the GSU-list.
- Candidates must be able to document proficiency in the English language. Language requirements by Samordna Opptak
For further information, please see the admission requirements: https://www.noroff.no/en/admission/admission-requirements
All students follow the same progression according to their education plan, irrespective of whether they study online or on campus. All students study the courses at the same time, with the same delivery and workload, following identical assessment strategies for every course. At the study level no distinction is therefore made between campus and online students. All students are required to engage in live education sessions (such as lectures) and undertake all required educational activities.
Students are encouraged to interact with each other via online forums and chat systems, enabling discussions to take place involving both online and campus students. Each student cohort is therefore a single learning community, concurrently engaging in all educational activities irrespective of actual physical location. Throughout all educational sessions course staff actively encourage participation from campus and online students simultaneously, and do not focus solely on those who are physically present.
This tight integration of campus and online ensures students will be part of a cohesive learning community throughout their study. As a result, this also means that should students personal situations change during their studies, and they must change their mode of study from online to campus (or vice versa) this can be done with little to no disruption to their studies.
Undertaking some period of study at an international educational institution can result in many benefits to those who take part, including:
- Language and general competence in the destination country and culture
- Development of personal and professional networks in other parts of the world
- Personal growth and holistic development.
All students are eligible to apply to undertake a period of study at an international university. All international study opportunities are subject to the application processes and admissions requirements of the international institution, in addition to an evaluation of the suitability of the proposed study exchange within the students’ study at NUC. Full details of international study opportunities and the application process is available to all students within the LMS.
Relevant post-graduate studies:
- MA in Design - University of Bergen
- MA in Animation - Teesside University, UK
- MRes Creative Industries - Portsmouth University, UK
The subject material will enable graduates to go on to postgraduate study in the area, and will also enable them to fulfil a number of distinct employment titles, such as:
- Concept Artist
- Character or Environment Artist
- Animator
- Interactive Media Designer
- Forensic Animator
- Animation Director