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FILM ANALYSIS

Course
RTVC342 - FILM ANALYSIS
Department
Radio, Television and Cinema - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
3
ECTS
5
T+P+L
3 + 0 + 0
Course Coordinator(s)
-
Prerequisite
-
Keywords

Course Description

This course is designed to provide students with an introduction to film analysis. Students will examine the ways in which meaning is constructed in cinema by looking at the various techniques employed by filmmakers and the manner in which these elements operate as a formal system. The course will stress the importance of close textual analysis of individual scenes, while also emphasizing the need to look at films as a whole. A range of films will be viewed in class, although for the sake of coherence the majority will be Hollywood productions from the 1940s and 1950s, in particular the cinema of Alfred Hitchcock.

FILM ANALYSIS

Evaluation Tools (Active Term)

No evaluation items have been defined.

Course outcomes

  1. 01 Apply critical skills in the analysis of films
  2. 02 Evaluate the techniques used by filmmakers to create meaning in cinema.
  3. 03 Critically reflect on the relationship between films and a variety of aesthetic contexts
  4. 04 Implement independent research based on appropriate research questions, using and evaluating a range of material in order to arrive at conclusions
  5. 05 Express this knowledge in a scholarly manner using academic and non-academic sources

Course Syllabus

Week Topic
Week 1 Introduction
Week 2 Introduction to Film Form - Strangers on a Train (1953)
Week 3 Narrative I - North By Northwest (1956)
Week 4 Narrative II
Week 5 Mise-en-scene I
Week 6 Mise-en-scene II and Rear Window (1954)
Week 7 Rear Window and exam preparation
Week 8 Midterm exam
Week 9 Cinematography I
Week 10 Cinematography II
Week 11 Editing - Psycho (1960)
Week 12 Sound and Music
Week 13 Film Style - The Grand Budapest Hotel (2012)
Week 14 Course review
Week 15 Exam preparation

Reference Books & Course Materials

  1. 01 David Bordwell and Kirstin Thompson, Film Art: An Introduction (New York: McGraw Hill, 8th Edition, 2008)

Learning Outcomes

  1. L01 Apply critical skills in the analysis of films. SOLO 4
  2. L02 Evaluate the techniques used by filmmakers to create meaning in cinema. SOLO 5
  3. L03 Implement independent research based on appropriate research questions, using and evaluating a range of material in order to arrive at conclusions. SOLO 4
  4. L04 Express this knowledge in a scholarly manner using academic and non-academic sources SOLO 3

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 - - - - - - - - - - - - - - - - -
L04 - - - - - - - - - - - - - - - - -