Undergraduate competencies help draw and build upon what you know, how you think and what you can do. See the full listing of these competencies below.
Competencies for all iSchool Undergraduate Majors
F1.1 – Students will demonstrate understanding of the use of information and communication technologies and the implications of such use, for example: scientific and social uses of information, and social, cultural, and economic implications of digital life and culture.
F1.2 – Students will demonstrate facility using basic research methods, for example: research design; statistics and analysis; organization, identification, and location of data and information including open- and closed-access sources; and/or presentation of findings in oral, written and multi-media form, including proper use of and citation of sources.
F1.3 – Students will acquire the skills, knowledge and self-understanding to communicate with and effectively work and interact across cultures and with diverse people and groups.
F1.4 – Students will demonstrate knowledge of career and further education options and opportunities open to them relative to their plan of study and will set goals and make plans beyond their expected graduation.
EV3.1 – Students will be able to recognize and analyze ethical and policy concerns raised by new technologies and will be able to apply ethical thinking to real world cases and craft effective solutions.
EV3.2 – Students will be able to identify and apply professional ethics and standards relevant to their career to aspirations.
DAESOC2.1 – Students will know and demonstrate the ability to apply current theories of new media to information services such as social/digital marketing campaigns, online content development, and marketing research.
DAESOC2.2 – Students will know when and how to communicate using a variety of digital and social media tools such as digital storytelling, social networks, and other means, creating programs and solutions in online digital environments that are effective, inclusive, and respectful of diverse people and groups.
DAESOC2.3 – Students will apply their acquired knowledge of Information and Communication Technologies to explain current theories of the human behaviors, interactions, and biases that underlie digitally mediated communication.
DAESOC2.4 – Students will demonstrate proficiency in information-age literacies including but not limited to: evaluation of information, privacy and security, information ethics, and technological literacy.
Information Science and the Arts
DAISBA2.1 – Students will demonstrate principles such as human-centered design, ergonomics, and artistic design considerations in the development and provision of information services, technological innovations, games, or human-computer interactions.
DAISBA2.2 – Students will apply appropriate evaluation and testing methods to validate design decisions.
DAISBA2.3 – Students will demonstrate proficiency in articulating varieties of evidence supporting a solution and communicating the results of their work, using appropriate graphics, visualizations, multi-media vehicles, or artistic performance.
DAISBA2.4 – Students will demonstrate the importance of work in multidisciplinary teams and will be able to communicate research based in one discipline or field of study to different disciplinary audiences and to general and non-academic members and audiences.
Information Science and Technology
DAISBS2.1 – Students will demonstrate the ability to conduct a research project using appropriate and ethical methods, including proper citation of sources.
DAISBS2.2 – Students will establish the ability to exercise the four key techniques of computational thinking (decomposition, pattern recognition, abstraction, and algorithms) in solving information and data challenges.
DAISBS2.3 – Students will acquire the skills of collecting, manipulating, and analyzing different types of data at different scales, and interpreting the results properly.
GAMEBABS 1 -
Students will demonstrate knowledge of users’ needs and rights, such as identifying target user groups for games, VR tools and platforms, analytics and metric tools, play testing and evaluation, monetization, models, information, protection, game related permissions on different ethical competence, professional ethics, quality steering, assurance, monitoring and social media utilization
GAMEBABS 2 -
Students will demonstrate the ability to design a game for various purposes, such as education, health and well-being, training and entertainment by incorporating best-practices related to gamification in all stages including challenges and fun factor, balancing, level design, scoring and progression, user interface, interaction mechanics, narration, functionality, usability and playability.
Students will exhibit understanding of human behavior in serious and recreational games, the impact of gaming on individuals across contexts, and the implications tied to gamification in society.
Students will exhibit understanding of and skills related to varied approaches, tools, systems, platforms, devices, processes and their effective utilization for game development that are well established and currently used in the games industry.