Carnegie Mellon University s Entertainment Technology Center has a tradition of innovation. That culture fosters networks and projects that enrich the region’s K-12 community.
The ETC curriculum for its master s degree of entertainment technology is grounded on project courses. Students work in small teams to produce games and technology-based projects often in collaboration with a client, which is sometimes a local school district. After 15 weeks, students move on to a new project. But those projects can continue to thrive. The projects that we do with schools tend to be some of the most rewarding for our students, said Scott Stevens, a teaching professor at the ETC.