NMD2908 Digital Culture and Media Bahçeşehir 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
NMD2908 Digital Culture and Media Fall 3 0 3 6
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 TİRŞE ERBAYSAL FİLİBELİ
Course Lecturer(s): Dr. Öğr. Üyesi SİNAN AŞÇI
Recommended Optional Program Components: None.
Course Objectives: This course will explore sociological understandings of youth cultures, tracing the socio-historical factors which facilitated the development of the modern youth market and critically evaluating the ways in which sociology has theorized the relationship between young individuals, popular culture and “traditional” and “new” media.

Learning Outcomes

The students who have succeeded in this course;
- account for the social and historical factors that facilitated the development of the modern youth market,
- critically assess key theoretical accounts factors of the relationship between youth and popular culture in a local and global context,
- reflect on the notions of youth, gender and ethnicity as they are represented in, shaped by, and articulated through popular culture,
- critically evaluate the relationship between youth cultures and “traditional” and “new” media,
- examine the theoretical relevance of the terms “subcultural” and “post-subcultural” in an understanding of contemporary youth cultures,
- connect themes and issues covered in the course to wider sociological debates.

Course Content

Themes covered within the course include young individuals and mass media, TV and film, cultural representations of youth style and gender, subcultural groups and ethnic identities, youth cultures and music scenes, young individuals and new technologies, and global and local youth cultures.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) An overview of the course’s content, objectives, learning methods, and tips for academic reading
2) Basic Concepts: Youth, Culture, Youth Media Studies
3) Sociological Understanding of Youth Style, Subcultures and Youth
4) Questioning Youth Culture - Generations & Transitions?
5) Transnational Youth Cultures
6) Mediatization of Culture
7) Midterm
8) Youth Culture and the Mass Media
9) Subcultures in Detail: Gendered Subcultures, Criminalized Subcultures
11) Subcultures in Detail: Virtual & Global Subcultures, Subculture as Performance & Style
12) Youth and Violence
13) Youth and Difference
14) Youth and Media (in General)

Sources

Course Notes / Textbooks: 1) Williams, Patrick J. (2007) ‘Youth Subcultural Studies: Sociological Traditions and Core Concepts’, Sociology Compass, 1/2: 572-593.
2) Nazan Maksudyan. 2011. “Orphans, Cities, and the State: Vocational Orphanages (Islahhanes) and Reform in the Late Ottoman Urban Space.” International Journal of Middle East Studies 43: 493-511.
3) Christine Elizabeth Griffin. 2010. “The trouble with class: Researching youth, class and culture beyond the ‘Birmingham School’.” Journal of Youth Studies 14 (3): 245-259.
4) Erll, A. (2014). Generation in literary history: Three constellations of generationality, genealogy, and memory. New Literary History, 45(3), 385-409.
5) Siibak, A., Vittadini, N., & Nimrod, G. (2014). Generations as media audiences: An introduction. Participations: Journal of Audience & Reception Studies, 11(2), 100-107.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 2 % 20
Midterms 1 % 30
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 13 3 39
Study Hours Out of Class 14 8 112
Quizzes 2 2 4
Midterms 1 2 2
Final 1 2 2
Total Workload 159

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.