- HBA · 4 years
- Work experience details
- ~High 80s to low 90s



AI-generated ink illustration
Conceptual study artwork, not a photograph of teaching facilities.
Unidex · generated with ImageGen
Checked 2026-11-05
Symbolic subject artwork; no university facility depicted
Duration (years)
4 years for the BFA in Creative Technologies
Regina current Creative Technologies: published durationWork experience
Optional professional placement course for degree credit in an organization related to Creative Technologies. Paid status is not specified.
Regina Creative Technologies: published work-study routesAcademic minimum
The university publishes a 65% academic minimum, not an entering-average range.
University of Regina Fall 2027 high-school admission requirementsSee the published deadlines below.
Domestic Ontario high school applicants to the faculty linked from this programme
Domestic Ontario high school applicants to the faculty linked from this programme
Domestic Ontario applicants to Creative Technologies only; requirements of other MAP degrees or certificates are excluded.
Domestic Ontario high school applicants to the faculty linked from this programme
Domestic university or college transfer applicants to the faculty linked from this programme
Domestic university or college transfer applicants to the faculty linked from this programme
Domestic university or college transfer applicants to the faculty linked from this programme
Domestic transfer applicants to Creative Technologies through Media, Art, and Performance; exact programme exceptions are separate.
Internal faculty-transfer applicants to Creative Technologies, as scoped in the current calendar.
Applicants over 21 who do not meet secondary-school admission requirements
Optional professional placement course for degree credit in an organization related to Creative Technologies. Paid status is not specified.
Regina Creative Technologies: published work-study routesCourse examples named on this program page, with exact codes and credits resolved against the current Fall 2026 undergraduate course catalogue. These are examples, not a complete calendar or required-course list.
This course introduces core creative coding methods and strategies for computational art.
An online real-time interactive software intensive course that addresses digital art, design, DE animation and modeling
This course explores the social, political, cultural, economic, and intersectionality of interactive media and digital storytelling. We will engage with audio (audio walking tours, music recording, podcasting, radio programming) and online interactive and immersive storytelling (web-projects, gaming, apps).
Play is a core, hands-on studio course which critically investigates participation, interaction, and play within new media art practice. Students will build projects in the areas of interactive installation or performance, data translation, and interactive games.
Students will engage with AR artworks and examine how artists and activists are creating AR art to further social change. Reading scholarly works on AR art as strategies for social justice, students will explore issues related to participatory place-based art/media and learn AR technologies during labs/workshops.
Augmentation explores "wearables" technologies and techniques in art practice. Students will create wearable projects and learn about critical concepts, and global and emerging practices which address technological augmentation of the body in art and design.
University-published career examples for Creative Technologies, including its published routes; some require further training or registration. These are examples, not ranked graduate outcomes.
Career examples published for this programme area, not measured graduate outcomes for this exact route.
Media, Art and Performance
2026–27 · Fall 2026 · Per credit hour · CAD
Canadian students example · Choose your category
Published tuition · Other charges extra
Housing and meals are outside this estimate.
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