Master Course Small Project Game & Media Technology

Course description

General
The small project is an individual or small group project in game or media technology intended to acquaint you with literature study, experimentation for a research purpose or development issues. It is not a fully fledged research project like a thesis project. In contrast to a thesis project, within a Small Project, the student does not have to formulate their own research question, invent and validate their own solultion. Rather, an assignment can be given for the student to design, develop, and test an application or experiment, and report on that.

Its size is 15 EC and it is generally taken at the beginning of your second year. It may be taken at another time if that logistically fits your program better, but not earlier than the second half of your first year. The small project is done during one quarter (period of ca. 10 weeks) full-time, or during two consecutive quarters (ca. 20 weeks) half-time. If the supervisor permits, a project may also be done in the summertime (between quarters four and one of the academic year).

The form of the small project is one of the following.

  1. HKU Game Small Project, at the University of Arts Utrecht.
  2. HU Media Small Project, at the University of Applied Science Utrecht.
  3. Company GMT Small Project, as an internship.
  4. Internal GMT Small Project, to support a running (PhD) research project.
For more detail about each of these, see the top menu.

Learning Outcomes
Knowledge and understanding
  1. Can use his or her knowledge of computer science and its applications in the field of game and media technology to make a substantial contribution to the development and/or application of scientific concepts and methods, often in a research context.
  2. Is capable of understanding important recent developments in computer science and its applications in the field of game and media technology, and of indicating their implications for society and the research field.
  3. Is capable of interpreting and using specialized literature in the field of game and media technology.
Applying knowledge and understanding
  1. Is capable of translating a problem from the area of computer science and its applications in the field of game and media technology or an application into a research question that is relevant to and suited for scientific development, product development or education.
  2. Is capable of translating this research question into an appropriate research plan in accordance with the required scientific and methodological standards. Is capable of independently performing this research with the required care and ethical responsibility and to process, interpret and evaluate the empirical data and other outcomes thus obtained in the appropriate manner.
Making judgments
  1. Is capable of discussing the outcomes of empirical and theoretical research and to relate them to the current scientific state-of-the-art and literature.
  2. Is capable of indicating the relevance of this research to the solution of problems in the area of computer science and its applications in the field of game and media technology, also from the viewpoint of society wherever possible.
  3. Has the capability to reflect critically on his or her own efforts as a researcher in the area of computer science its applications in the field of game and media technology from the viewpoint of society.
Communication skills
  1. Is capable of clearly communicating the results of research, in writing as well as orally, to an audience of specialists and laymen, in an international context.
  2. Is capable of functioning effectively in a research team of possibly multi-disciplinary composition.
Learning skills
  1. Has the capability to evaluate his or her own learning- and development process during the study, and if necessary to motivate and adjust themself.
  2. Has acquired an effective and result driven way of working that allows him or her to function independently in a competitive labor market.
  3. Has the qualification to obtain a PhD position as well as a job in business and industry.
  4. Has a good overview of the opportunities and necessary skills to make a successful transition to the labor market.