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TR

HISTORY OF COMMUNICATION

Course
COMM261 - HISTORY OF COMMUNICATION
Department
Journalism - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
3
ECTS
6
T+P+L
3 + 0 + 0
Course Coordinator(s)
-
Prerequisite
-
Keywords

Course Description

This course provides an introductory overview of the major elements, events and themes in the history of human communication. The weekly topics are organized according to the emergence of specific forms of mass media, including printing, the newspaper, magazines, radio, cinema, television and the internet. The course also addresses the rise of advertising and public relations and their role in the broader history of media. Particular emphasis will be placed on the role of technology in mass communication, the convergence between different forms of media, the connection between media and culture, and the role of media in globalizing the processes of communication.

HISTORY OF COMMUNICATION

Evaluation Tools (Active Term)

No evaluation items have been defined.

Course outcomes

  1. 01 1. Describe and evaluate a systematic knowledge of the history of mass communication
  2. 02 2. Interpret the various theoretical issues raised by the history of communication
  3. 03 3. Assess the role played by technology in mass communication practices

Course Syllabus

Week Topic
Week 1 Introduction to the course
Week 2 History of Newspapers
Week 3 Colonial, Partisan, Penny Periods in American Journalism
Week 4 Yellow Journalism and Modern Journalism Period in American Journalism
Week 5 History of Magazines
Week 6 19th and 20th Century Magazines
Week 7 History of Radio
Week 8 Mid-term Exam Week
Week 9 History of Television
Week 10 History of Television, History of Motion Pictures
Week 11 History of Motion Pictures, Talkies
Week 12 History of Non-fiction Cinema
Week 13 History of Advertising
Week 14 History of Public Relations
Week 15 Final Exam Week

Reference Books & Course Materials

  1. 01 1. George Rodman, Making Sense of Media: An Introduction to Mass Communication (2001) Allyn and Bacon
  2. 02 2. David Crowley - Paul Heyer, Communication in History - Technology, Culture, Society: (6th Edition) (2015) Routledge
  3. 03 3. John Vivian; The Media of Mass Communication: (2016) Allyn and Bacon
  4. 04 4. J.R Dominick, The Dynamics of Mass Communication: (12th Edition) (2013) McGraw Hill

Learning Outcomes

  1. L01 1. Describe and evaluate a systematic knowledge of the history of mass communication
  2. L02 2. Interpret the various theoretical issues raised by the history of communication
  3. L03 3. Assess the role played by technology in mass communication practices

Program Outcomes

  1. P01 To be able to understand analog and digital games' theoretical and historical development.
  2. P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
  3. P03 Digital game engines are well-suited for application.
  4. P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
  5. P05 Understand the mechanics, logic, and frameworks of analog and digital games.
  6. P06 Possesses an aesthetic sensibility and knowledge of art.
  7. P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
  8. P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
  9. P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
  10. P10 Acquires expertise in artistic design to aid in the creation of digital games.
  11. P11 Make good use of digital game creation software and programs.
  12. P12 Possesses the skills necessary to write the code for digital games created for various platforms.
  13. P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
  14. P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
  15. P15 Has the capacity to design, plan, and analyze the game as a concept.
  16. P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.

Po-Lo Matrix

LO P01 P02 P03 P04 P05 P06 P07 P08 P09 P10 P11 P12 P13 P14 P15 P16 Average
L01 - - - - - - - - - - - - - - - - -
L02 - - - - - - - - - - - - - - - - -
L03 - - - - - - - - - - - - - - - - -