Technology, Media and Learning MA

Master of Arts in Technology, Media and Learning


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A graduate student studies in the TC library using a book and her laptop.

Admission Information

Displaying requirements for the Spring 2026, Summer 2026, and Fall 2026 terms.

Master of Arts

  • Points/Credits: 32
  • Entry Terms: Fall
  • Enrollment Formats: Full-Time Campus-Based, Part-Time Campus-Based

Application Deadlines

Entry Term AvailablePriority DeadlinesFinal DeadlinesExtended Deadlines
SpringN/AN/AN/A
SummerN/AN/AN/A
FallJanuary 15, 2026January 15, 2026N/A

Select programs remain open beyond our standard application deadlines, such as those with an extended deadline or those that are rolling (open until June or July). If your program is rolling or has an extended deadline indicated above, applications are reviewed as they are received and on a space-available basis. We recommend you complete your application as soon as possible as these programs can close earlier if full capacity has been met.

Application Requirements

 Requirement
 Online Degree Application, including Statement of Purpose and Resume
 Transcripts and/or Course-by-Course Evaluations for all Undergraduate/Graduate Coursework Completed
 Results from an accepted English Proficiency Exam (if applicable)
 $75 Application Fee
 Two (2) Letters of Recommendation
 Video essay required for all non-native English speakers (included in online application)

For admission-related inquiries, please contact MSTadmission@tc.columbia.edu.

Additional Degree Information

Degree Requirements (starting Fall 2026)

* For AY 2025-26 Degree Requirements, please visit the Academic Catalog website.

 

The Technology, Media and Learning program (hereafter, TML) focuses on creating, designing, implementing, and researching novel technology-rich learning environments to transform formal and informal education. Throughout their studies, students will attend closely to both technical artifacts and the broader cognitive, social, and cultural dynamics that influence learning, teaching, and reasoning in complex real world settings. The program has 3 distinct concentrations (all face-to-face), as described below: 

  • Media, Culture, & Society (formerly, Communication and Education) relies primarily on social science inquiry to understand, interpret, and shape how information and communication technologies influence culture and education.
  • Design of Learning Technologies (formerly, Instructional Technology and Media) concentrates on the creation and application of innovative technologies, guided by a research tradition grounded in pedagogy and cognitive science, in order to make new media work as powerful tools for study and teaching.
  • Design of Games for Learning (formerly, Design and Development of Digital Games) prepares students to design, develop, implement and evaluate games and closely related technologies (such as mobile apps, interactive media, virtual and augmented reality) for learning and social impact in both formal and informal educational settings.

 

M.A. students must take coursework totaling at least 32 points. The three concentrations share some common requirements such as the Core Seminar, Foundational Knowledge, Breadth Requirement, and Integrative Project. Each concentration then has its own set of additional required courses and electives tailored to the specific focus area.  

 

Common required courses across all concentrations:

  • MSTU 4000 - Core Seminar (1 point)
  • Foundational Knowledge (9 points minimum, at least three areas must be represented):
    • Cognitive Issues and Technology:
      • MSTU 4133 - Cognition and Computers 
      • MSTU 4088 - Introduction to Learning Sciences and Educational Technology
    • Social Issues and Technology:
      • MSTU 4005 - Equity, Ethical, and Social Issues in Educational Technology 
      • MSTU 4020 - Social and Communicative Aspects of the Internet
      • MSTU 4504 - Ethical Issues in Technology Design
    • Cultural Issues and Technology:
      • MSTU 4028 - Technology and Culture 
      • MSTU 5002 - Culture, Media, and Education
    • Educational Practice and Design:
      • MSTU 4001 - Technology and School Change 
      • MSTU 4050 - Online Schools and Online Schooling K-12 
      • MSTU 4083 - Instructional Design of Educational Technology
  • MSTU 4900 - Integrative Project Seminar (0 or 1 point)

 

Concentration-specific required courses:

For Media, Culture, & Society:     

  • MSTU 4016 - The History of Communication 
    • 13 points additional MSTU courses

For Design of Learning Technologies:

  • MSTU 4083 - Instructional Design of Educational Technology (counts toward Foundational Knowledge area)
  • Two programming courses (e.g., MSTU 5003 and 5013 - Theory and Programming of Interactive Media I & II)
    • 10 points of additional MSTU courses

For Design of Games for Learning:

  • 6 points selected from any three programming courses, e.g.:
    • MSTU 5003: Theory and Programming of Interactive Media I 
    • MSTU 5013: Theory and Programming of Interactive Media II 
    • MSTU 5007: Development of XR and Games
    • other programming courses approved by advisor
  • 9 points from game design and development courses:
    • MSTU 4039 - Game Design Fundamentals: Theory and Practice of Game Design
    • MSTU 4040 - Mobile Learning
    • MSTU 5000 - Virtual, Augmented, Mixed Reality and Games as Learning Tools
    • MSTU 5015 - Research/Programming in Serious Games
    • MSTU 6000 - Advanced Design of Educational Games 
    • 1-3 points of additional MSTU courses

 

Breadth requirement: Students must complete a minimum of 6 points at Teachers College outside of the TML Program.  

 

Integrative Project: Students must complete an integrated project in their final semester, while taking MSTU 4900 - Integrative Project Seminar.

 

Integrative M.A. Project

Candidates for the M.A. degree are expected to culminate their work with an integrative project. Projects vary but share the common following features:

  • Empirically based and grounded in the research literature
  • Address a problem or phenomenon of the student's interest and area of study
  • Provide a solution to the problem. 

Some examples include:

  • Design of new learning technologies and media-driven experiences
  • Development of new models, curriculum, and/or lessons integrating technology
  • A thesis or case study analysis of a trend in the field of learning technology

Specifics of the integrative project are determined through discussions with the students' advisors. In addition, because experientially-grounded learning is invaluable preparation for professional practice, students are strongly advised to take fieldwork or internships as an integral part of their master’s program.

For students completing only the M.A. degree program, this project should be related to their career goals and should provide tangible evidence of their skills and strengths.

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