Module Details

Module Code: COMM H2701
Module Title: Media and Communications
Title: Media and Communications
Module Level:: 6
Credits:: 5
Module Coordinator: Karen Hennessy
Module Author:: Orla Ryan
Domains:  
Module Description: This module supports learners to develop an understanding of media and communication studies by exploring the world of the graphic novel, comics, anime, animation and gaming. Learners will examine how the stories we tell about ourselves are translated and change through different media platforms. The module examines how fantasy operates to explore and imagine new worlds or negotiate different options to existing conflicts in the world. Class based enquiry will examine the relationship between the visual, both image and text and its relationship to sound and movement through a number of media platforms. Using case studies from the graphic novel and animation the module explores how history and memoir operate in these genres.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Identify a number of significant graphic novels, animations and describe theories of the Hero/ Anti hero from folk tale to animation to gaming.
LO2 Apply theories of the graphic novel, animation, gaming to specific works and compare and contrast the transition from graphic novel /image to animation and gaming. Evaluate and critique a range of works with confidence.
LO3 Produce a well developed and well written discussion on an area covered in this module of specific interest to the learner.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Additional Requisite Information
No Co Requisites listed
 
Indicative Content
Topics covered
Cultural theories of fantasy- History and Culture of Japanese Manga and Anime- What does philosophy have to say about gaming? Myths/folktales in manga & Anime-Graphic novels as memoir- Drawing history- How the graphic novel and animation is employed as a generic form to tell history.
Module Content & Assessment
Assessment Breakdown%
Continuous Assessment100.00%

Assessments

Full Time

Continuous Assessment
Assessment Type Multiple Choice Questions % of Total Mark 10
Timing n/a Learning Outcomes 1
Non-marked No
Assessment Description
Weekly Quiz
Assessment Type Reflective Journal % of Total Mark 30
Timing n/a Learning Outcomes 1,2
Non-marked No
Assessment Description
Weekly contribution on response to lecture and/or independent learning
Assessment Type Essay % of Total Mark 60
Timing n/a Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Essay will be based on a specific area the learner wants to pursue in relation to the topics covered in class
No Project
No Practical
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Category Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact No Description Every Week 2.00 2
Independent Learning Time Non Contact Viewing, Reading, Listening and developing assignment Every Week 4.00 4
Total Weekly Contact Hours 2.00
 
Module Resources
Recommended Book Resources
  • Baetens, Jan. (2014), The Graphic Novel: An Introduction, Cambridge University Press, [ISBN: 978-110765576].
  • Campbell, Joseph. (2012), The Hero with a Thousand Faces, 3rd edition. New World Library, [ISBN: 978157731593].
  • Clements, Jonathan. (2013), Anime: A History, BFI, [ISBN: 978-184457390].
  • Etchells, Pete. (2019), ) Lost in a Good Game: Why we play video games and what they can do for us,, Icon Books, [ISBN: 978-178578481].
  • Huizinga, Johan. (2016), Homo Ludens: A Study of the Play-Element in Culture, Angelico Press, [ISBN: 978162138999].
  • Napier, Susan. (2006), Anime from Akira to Howl's Moving Castle: Experiencing Contemporary Japanese Animation, Palgrave Macmillan, [ISBN: 978-140397052].
  • Satrapi, Marjane. (2007), The Complete Persepolis, Pantheon, [ISBN: 978-037571483].
  • Scott McCloud. (1994), Understanding Comics, William Morrow Paperbacks, p.215, [ISBN: 9780060976255].
  • Spiegelman, Art. (1996), The Complete Maus, Pantheon, [ISBN: 978-067940641].
  • Sacco, Joe. (2020), Paying The Land, Jonathan Cape, [ISBN: 978-191070258].
Supplementary Book Resources
  • Anthropy, Anna &Clark, Naomi. (2014), A Games Design Vocabulary, Addison Wesley, [ISBN: 978-032188692].
  • Edwards, Ross. (2020), Gamish: A Graphic History of Gaming, Particular Books, [ISBN: 978-184614948].
  • Rousmaniere, Nicole, Ryoko, Matsuba. (2019), Manga (British Museum), Thames and Hudson, [ISBN: 978-050048049].
  • Webber, Jordan, Erica & Griliopoulos, Daniel. (2017), Ten Things Video Games Can Teach Us: (about life, philosophy and everything), Robinson, [ISBN: 978-147213791].
This module does not have any article/paper resources
Other Resources
Discussion Note: