COP4315 AdMongrel-Digital TV TrendsBahçeşehir UniversityDegree Programs CARTOON AND ANIMATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
CARTOON AND ANIMATION
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
COP4315 AdMongrel-Digital TV Trends Spring 3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi ERKAN BÜKER
Course Lecturer(s): Dr. Öğr. Üyesi ERKAN BÜKER
Recommended Optional Program Components: -
Course Objectives: Developments in media and communication technologies, effects of content on new media technologies and on consumer behaviour

Learning Outcomes

The students who have succeeded in this course;
1. familiarity to new media technologies
2. spectator behaviour trends
3. companies of new media and working opportunities in the field
4. understand global market competition fields
5. learning interactive content creation
6. learning interactive television advertising

Course Content

With this course, the effects of media and communication technologies on audience and consumer behaviour, and related subjects such as global competition, strategies of players in the market will be examined.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to media and communication technologies
2) Audience behaviour and trends
3) Mobile and big screen mobile
4) Conditions of home cinema systems and the market
5) How technology evolved and effected the content
6) Guest speaker: Interactive content design
7) Interactive ad technologies, Programming TV Adressable TV
8) Guest Speaker: Puhu TV
9) Market Overview: Media and Telco Convergence
10) How technology affected theatres and big studies, business models
11) The effects of audio technologies
12) Guest speaker: Dolby
13) Guest Speaker: Netflix productions
14) Guest Speaker: Doğan Holding

Sources

Course Notes / Textbooks: Carolyn Handler Miller, Digital Storytelling: A creator's guide to interactive entertainment 3rd. Edition
References: Jason Ohler, Digital Storytelling in the classroom: New media pathways to literacy, learning and creativity

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 40
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 3 3 9
Field Work 3 5 15
Study Hours Out of Class 4 3 12
Project 5 5 25
Midterms 1 3 3
Final 1 15 15
Total Workload 121

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) To have theoretical and practical knowledge and skills in cartoon and animation.
2) To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction.
3) Making animated films with various artistic styles and techniques.
4) Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style.
5) To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them.
6) To be able to evaluate cartoon and animations in the framework of their knowledge and skills.
7) To be able to define and manage learning requirements in the field of cartoon and animation.
8) To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field.
9) To monitor developments in the field of cartoon and animation using foreign languages ​​and to communicate with foreign colleagues.
10) To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations.
11) Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects.
12) To have sufficient knowledge about ethical values ​​and universal values ​​in the field of cartoon and animation.