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HISTORY OF FILM AND ANIMATION

Course
VICD207 - HISTORY OF FILM AND ANIMATION
Department
Visual Communication Design - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
3
ECTS
4
T+P+L
3 + 0 + 0
Course Coordinator(s)
Asst. Prof. Dr. Göral Erinç FUNDALAR
Prerequisite
-
Keywords

Course Description

This course is designed to equip students with a foundational knowledge of film and animation history which they will be able to develop either through further academic study or though their own initiative. The course provides an overview of the history of cinema, focusing on major cultural and creative traditions that have influenced the global development of the medium from the late nineteenth century to the present. Topics will include Soviet cinema in the 1920s, Italian Neorealism in the 1940s, the French New Wave in the 1950s and 1960s, and the emergence of digital technologies in the present era.

HISTORY OF FILM AND ANIMATION

Evaluation Tools (Active Term)

Item Type Weight (%)
Midterm Exam Midterm 40
Final Exam Final 50
Homework Assignment 10
Total 100

Course outcomes

  1. 01 The students will be able to recite the historical development of cinema in a variety of national contexts.
  2. 02 The students will be able to identify major developments in the cinema and relate them to a broader context.

Course Syllabus

Week Topic
Week 1 Introduction
Week 2 The Invention and Early Years of Cinema
Week 3 Three Directors at the Beginning - Melies, Porter and Griffith
Week 4 Charlie Chaplin
Week 5 German Cinema in the 1920s: German Expressionism
Week 6 German Cinema in the 1920s: German Expressionism - 2
Week 7 Soviet Cinema in the 1920s: Montage Movement
Week 8 MIDTERM EXAMS
Week 9 MIDTERM EXAMS
Week 10 The Avant-Garde (Modernist) Movements in Cinema
Week 11 Postwar European Cinema: Italian Neorealism
Week 12 Postwar European Cinema: Italian Neorealism - 2
Week 13 Europe in 1960s: French New Wave and The Left Bank
Week 14 Europe in 1960s: French New Wave and The Left Bank - 2
Week 15 FINAL EXAMS

Reference Books & Course Materials

  1. 01 Thompson, K. and Bordwell, D. (2009). Film History: An Introduction. New York: McGraw Hill.

Learning Outcomes

  1. L01 The students will be able to recite the historical development of cinema in a variety of national contexts.
  2. L02 The students will be able to identify major developments in the cinema and relate them to a broader context.
  3. L03 Ability to identify major developments in the cinema and relate them to a broader context. SOLO 3
  4. L04 Ability to recite the historical development of cinema in a variety of national contexts. SOLO 2
  5. L05 Recognize and differentiate films of different genres and movements based on their formal characteristics. SOLO 3
  6. L06 Develop a sense of how art, history, society, technological developments and economy are interrelated. SOLO 5
  7. L07 Reflect their acquired sense of artistic development on their own creative projects. SOLO 5

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 - - - - - - - - - - - - - - - - -
L05 - - - - - - - - - - - - - - - - -
L06 - - - - - - - - - - - - - - - - -
L07 - - - - - - - - - - - - - - - - -