VISUAL LITERACY
- Course
- RTVC467 - VISUAL LITERACY
- 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
- -
Course Description
This course introduces basic visual elements and addresses the contribution of these elements to visual expression and the reproduction process of reality via audio-visual media. Course content includes the theoretical background of visual literacy, theories of cognitive learning and its relation with learning technologies, message decoding and commenting practices, the usages of images in mass media, an the effects of visual literacy on communication processes. This course includes discussion sessions designed to improve students’ ability to generate and interpret effective visual messages, including visual thinking and learning skills, reading comprehensions based on different theoretical approaches to visual culture, and the basic principles and concepts of visual language.
VISUAL LITERACY
Evaluation Tools (Active Term)
No evaluation items have been defined.
Course outcomes
- 01 Argue the language of visual communication and how it functions both in everyday experiences and in the context of art and design.
- 02 Describe foundation elements of visual communication like line, shape, value, color, texture, and space.
- 03 Discusses the relationship between reality and representation.
- 04 Develops visual comprehension, critical thinking skills and cultural awareness.
Course Syllabus
| Week | Topic |
|---|---|
| Week 1 | Introduction; What is visual literacy |
| Week 2 | What is visual literacy; Visual Sign Systems |
| Week 3 | Components of Visual Literacy; Visual Syntax; Function and Context; Representation, Abstraction and Symbolism |
| Week 4 | Representation and Illusion; Photographs as Inventions; Drawings |
| Week 5 | Elements of visual syntax; Design Principle of Art |
| Week 6 | Dot, Line and Shape; Pointilism |
| Week 7 | Shapes; Psychology of shapes; Line, Colours |
| Week 8 | MIDTERM EXAMS |
| Week 9 | Gaze; Symbols of metonyms; Dominance and Salience |
| Week 10 | Body Language and Facial Expression; Framing |
| Week 11 | Juxtaposition; Light and Shade |
| Week 12 | Composition - Positioning in the Frame; Size; Angles; Vectors |
| Week 13 | Assignment II: Search on subject and make presentation, submit your presentation paper |
| Week 14 | Intertextuality; Deconstruction |
| Week 15 | Review |
Reference Books & Course Materials
- 01 Patterson, C. (2019). Visual Literacy Skills: How To See, The Great Courses, USA.
- 02 Elkins, J. (2009). Visual Literacy, Taylor & Francis, New York
- 03 Berger, J. (2009). Ways of Seeing, Penguin Group(CA)
Learning Outcomes
- L01 Argue (4) the language of visual communication and how it functions both in everyday experiences and in the context of art and design. SOLO 4
- L02 Interpret foundational elements of visual communication like line, shape, value, color, texture, and space. SOLO 5
- L03 Discusses the relationship between reality and representation. SOLO 5
- L04 Develops visual comprehension, critical thinking skills and cultural awareness. SOLO 5
Program Outcomes
- P01 To be able to understand analog and digital games' theoretical and historical development.
- P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
- P03 Digital game engines are well-suited for application.
- P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
- P05 Understand the mechanics, logic, and frameworks of analog and digital games.
- P06 Possesses an aesthetic sensibility and knowledge of art.
- 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.
- P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
- P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
- P10 Acquires expertise in artistic design to aid in the creation of digital games.
- P11 Make good use of digital game creation software and programs.
- P12 Possesses the skills necessary to write the code for digital games created for various platforms.
- P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
- P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
- P15 Has the capacity to design, plan, and analyze the game as a concept.
- 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 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |