Anderson, Eike FalkMcLoughlin, LeighGingrich, OliverKanellos, EmmanouilAdzhiev, ValerySousa Santos, BeatrizAnderson, Eike2024-04-302024-04-302024978-3-03868-238-71017-4656https://doi.org/10.2312/eged.20241005https://diglib.eg.org/handle/10.2312/eged20241005Undergraduate students aspiring to pursue careers in the creative industries, such as animation, video games, and computer art, require the ability to adapt and contribute to emerging and disruptive technologies. The cultivation of research skills fosters this adaptability and innovation, which is why research skills are considered important by employers. Promoting undergraduate research in computer graphics and related techniques is therefore necessary to ensure that students graduate not only with the vocational but also with the advanced research skills desired by the creative industries. This paper describes pedagogical approaches to nurturing undergraduate research across teaching, learning and through extracurricular activities - pioneered at three UK Higher Education Institutions. Providing observations, we are sharing educational strategies - reflecting on pedagogic experiences of supporting undergraduate research projects, many of which are practice-based. With this paper, we aim to contribute to a wider discussion around challenges and opportunities of student-led research.Attribution 4.0 International LicenseApproaches to Nurturing Undergraduate Research in the Creative Industries - a UK Multi-Institutional Exploration10.2312/eged.202410058 pages