Applied Learning Sciences, Technology, and Creativity MS
Major: Applied Learning, Sciences, Technology and Creativity
Degree Awarded: Master of Science (MS)
Calendar Type: Quarter
Minimum Required Credits: 45.0
Co-op Option: None
Classification of Instructional Programs (CIP) code: 11.0105
Standard Occupational Classification (SOC) code: 11-3131; 11-9039; 11-9199; 15-1254; 15-1299 25-1081; 25-3021; 25-9039
Note: This program will begin accepting new student applications starting Fall 2025 for the Fall 2026 admission cycle.
About the Program
The MS in Applied Learning, Science, Technology, and Creativity program offers students a dynamic, interdisciplinary and practical educational experience designed to prepare them for career advancement, transition, and further academic pursuits. Students tailor their studies to their interests by choosing from three concentrations in high-demand fields with the option to complete up to two Post-Baccalaureate Certificates (PBCs) or one PBC and a two-term capstone project during their enrollment. Core courses equip students with essential workforce skills in creativity, digital innovation, neuroscience of learning, learning experience design, learning analytics, and artificial intelligence (AI) —capabilities that are critical in today’s competitive global job market. The curriculum is grounded in real-world applications, allowing students to address current and emerging challenges within their workplace or field of study. Students benefit from interactions with experts in creativity, innovation, learning technologies and design sciences, neuroscience of learning, analytics, and AI and will emerge with the knowledge, skills, and experience necessary for career success in diverse industries or academic research.
Additional Information
For more information, visit the School of Education's website.
Admission Requirements
Each candidate interested in the MS in Applied Learning Sciences, Technology, and Creativity will submit the following application materials:
- Completed application form
- Transcripts (must be provided for every institution attended)
- Personal essay, providing commitment to program’s unique features
- Professional resume
- Two letters of recommendation
Admission to the MS in Applied Learning Sciences, Technology, and Creativity program will follow the University standards for admission to graduate study including the receipt of a bachelor’s degree from an accredited college or university with an earned GPA of 3.0 or better on a 4.0 scale. Provisional admission may be granted with a GPA between 2.70 to 2.99.
Degree Requirements
Core Courses | ||
CRTV 615 | Neuroscience, Creativity and Innovation | 3.0 |
CRTV 617 | Neuroscience of Learning & Artificial Intelligence | 3.0 |
EDCR 510 | Leadership in Educational Contexts and Systems | 3.0 |
EDCR 512 | Using and Integrating Learning Technologies | 3.0 |
EDLT 591 | Learning Analytics: Lenses on students, teaching, and curriculum enactment | 3.0 |
Program Concentration | ||
Select one of the following options: | 12.0 | |
Creativity & Innovation | ||
Foundations in Creativity | ||
Tools and Techniques in Creativity | ||
Creativity in the Workplace | ||
Global Perspectives on Creativity | ||
Mind, Brain & Learning | ||
Mind, Brain and Learning | ||
Neurodiversity in Education and Workforce | ||
Neuropedagogy and Assessment | ||
The Learning Sciences | ||
Learning Sciences & Technologies | ||
Learning Experience Design | ||
The Learning Sciences | ||
Learning Engineering | ||
Virtual Learning Environments | ||
Post-Baccalaureate Certificate (PBC) | ||
Select one of the following options: | 9.0 | |
Creativity Tools and Techniques for the Classroom and Workplace (CTCW) | ||
Tools and Techniques in Creativity | ||
Creativity in the Workplace | ||
Neuroscience, Creativity and Innovation | ||
or CRTV 650 | Current Trends in Creativity & Innovation | |
Higher Education Leadership (CHEL) | ||
Select 3 of the following courses: | ||
Foundations of Higher Education and Governance | ||
Student Development Theory and Application | ||
Legal Issues & Ethics in Higher Education | ||
Institutional Assessment, Accreditation and Effectiveness | ||
Instructional Design for eLearning (CIDL) | ||
Instructional Design Methods | ||
Instructional Design: Project Management | ||
Teaching and Learning Issues in E-Learning | ||
Learning Analytics (CLA) | ||
Learning Analytics: Lenses on students, teaching, and curriculum enactment | ||
Information Enabled Change in Educational Organizations | ||
Using Data to Understand Educational Systems | ||
Learning in Game-Based Environments (CLGA) | ||
Foundations of Game-Based Learning | ||
Play & Learning in a Participatory Culture | ||
Integrating Games & Pedagogical Content Knowledge | ||
Mind, Brain & Learning (CMBL) | ||
Mind, Brain and Learning | ||
Select two of the following courses: | ||
Foundations in Creativity | ||
Neurodiversity in Education and Workforce | ||
Neuropedagogy and Assessment | ||
Neuroscience, Creativity and Innovation | ||
Organization and Talent Development (COTD) | ||
Foundations of Human Resources Development | ||
Coaching and Mentoring for Sustainable Learning | ||
Organization Development and Change | ||
U.S. Education Policy (CUED) | ||
Foundations of Education Policy | ||
American Educational Policy and U.S. Competitiveness | ||
Access & Equity in Educational Policy Making | ||
Capstone Research or Additional Post-Baccalaureate Certificate (PBC) | ||
Select one of the following options: | 9.0 | |
Capstone Research Sequence | ||
Applied Leadership Portfolio Capstone | ||
Applied Leadership Project Capstone | ||
Creativity Tools and Techniques for the Classroom and Workplace (CTCW) | ||
Tools and Techniques in Creativity | ||
Creativity in the Workplace | ||
Neuroscience, Creativity and Innovation | ||
or CRTV 650 | Current Trends in Creativity & Innovation | |
Higher Education Leadership (CHEL) | ||
Select three of the following courses: | ||
Foundations of Higher Education and Governance | ||
Student Development Theory and Application | ||
Legal Issues & Ethics in Higher Education | ||
Institutional Assessment, Accreditation and Effectiveness | ||
Instructional Design for e-Learning (CIDL) | ||
Instructional Design Methods | ||
Instructional Design: Project Management | ||
Teaching and Learning Issues in E-Learning | ||
Learning Analytics (CLA) | ||
Learning Analytics: Lenses on students, teaching, and curriculum enactment | ||
Information Enabled Change in Educational Organizations | ||
Using Data to Understand Educational Systems | ||
Learning in Game-Based Environments (CLGA) | ||
Foundations of Game-Based Learning | ||
Play & Learning in a Participatory Culture | ||
Integrating Games & Pedagogical Content Knowledge | ||
Mind, Brain & Learning (CMBL) | ||
Mind, Brain and Learning | ||
Select two of the following courses: | ||
Foundations in Creativity | ||
Neurodiversity in Education and Workforce | ||
Neuropedagogy and Assessment | ||
Neuroscience, Creativity and Innovation | ||
Organization and Talent Development (COTD) | ||
Foundations of Human Resources Development | ||
Coaching and Mentoring for Sustainable Learning | ||
Organization Development and Change | ||
U.S. Education Policy (CUED) | ||
Foundations of Education Policy | ||
American Educational Policy and U.S. Competitiveness | ||
Access & Equity in Educational Policy Making | ||
Total Credits | 45.0 |
Sample Plan of Study
Plan of Study (students pursuing Capstone option)
First Year | |||||||
---|---|---|---|---|---|---|---|
Fall | Credits | Winter | Credits | Spring | Credits | Summer | Credits |
EDCR 510 | 3.0 | CRTV 617 | 3.0 | CRTV 615 | 3.0 | Concentration Course | 3.0 |
EDCR 512 | 3.0 | Concentration Course | 3.0 | EDLT 591 | 3.0 | PBC Course | 3.0 |
6 | 6 | 6 | 6 | ||||
Second Year | |||||||
Fall | Credits | Winter | Credits | Spring | Credits | Summer | Credits |
Concentration Course | 3.0 | Concentration Course | 3.0 | EDUC 870 | 4.5 | EDUC 871 | 4.5 |
PBC Course | 3.0 | PBC Course | 3.0 | ||||
6 | 6 | 4.5 | 4.5 | ||||
Total Credits 45 |
Plan of Study (students pursuing second PBC option)
First Year | |||||||
---|---|---|---|---|---|---|---|
Fall | Credits | Winter | Credits | Spring | Credits | Summer | Credits |
EDCR 510 | 3.0 | CRTV 617 | 3.0 | CRTV 615 | 3.0 | Concentration Course | 3.0 |
EDCR 512 | 3.0 | Concentration Course | 3.0 | EDLT 591 | 3.0 | PBC Course | 3.0 |
6 | 6 | 6 | 6 | ||||
Second Year | |||||||
Fall | Credits | Winter | Credits | Spring | Credits | ||
Concentration Course | 3.0 | PBC Course | 3.0 | Concentration Course | 3.0 | ||
PBC Course | 3.0 | PBC Course | 3.0 | PBC Course | 3.0 | ||
PBC Course | 3.0 | ||||||
6 | 6 | 9 | |||||
Total Credits 45 |
Program Level Outcomes
- Apply principles and essential cutting-edge knowledge and skills of the learning sciences, creativity and creative problem-solving, digital innovation, neuroscience of learning, design sciences, learning analytics and AI to design and develop impactful, forward-thinking and innovative solutions for complex challenges in the student’s fields or workplaces.
- Integrate insights and knowledge from the program’s three core areas – Learning Sciences (neuroscience of learning and mind, brain and learning), Learning Technologies (digital innovation, design sciences, learning analytics, and AI), and Creativity (innovation and creative problem-solving), as well as content form selected PBCs to address complex, real-world challenges in the students’ fields or workplace to drive transformation.
- Leverage emerging technologies to collaborate, communicate, solve problems, conduct research, and make decisions using tools like learning analytics, AI, and creative problem-solving skills to foster a culture of life-long learning, i.e., continuous learning and innovation to inform action.
- Apply theory and practice bridging theoretical concepts to practical challenges with evidence-based concepts to form innovative solutions, contributing innovative solutions within a student’s professional settings or academic research initiatives.
- Lead effectively with vision and creativity by leveraging interdisciplinary knowledge in the learning sciences, creative problem-solving, digital innovation, learning technologies neuroscience, and artificial intelligence to inspire and guide teams in addressing complex challenges and driving innovation toward lasting impact within organizations, educational settings, and other environments where learning and technology intersect.