Module Details
Module Code: |
COMM H2701 |
Module Title:
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Media and Communications
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Title:
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Media and Communications
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Module Level:: |
6 |
Module Coordinator: |
Karen Hennessy
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Module Author:: |
Orla Ryan
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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.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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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.
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No recommendations listed |
Co-requisite Modules
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No Co-requisite modules listed |
Additional Requisite Information
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No Co Requisites listed
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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.
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Module Content & Assessment
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Assessment Breakdown | % |
Continuous Assessment | 100.00% |
AssessmentsFull Time
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.
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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 |
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Contact |
No Description |
Every Week |
2.00 |
2 |
Independent Learning Time |
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Non Contact |
Viewing, Reading, Listening and developing assignment |
Every Week |
4.00 |
4 |
Total Weekly Contact Hours |
2.00 |
Module Resources
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Recommended Book Resources |
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Baetens, Jan. (2014), The Graphic Novel: An Introduction, Cambridge University Press, [ISBN: 978-110765576].
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Campbell, Joseph. (2012), The Hero with a Thousand Faces, 3rd edition. New World Library, [ISBN: 978157731593].
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Clements, Jonathan. (2013), Anime: A History, BFI, [ISBN: 978-184457390].
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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].
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Huizinga, Johan. (2016), Homo Ludens: A Study of the Play-Element in Culture, Angelico Press, [ISBN: 978162138999].
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Napier, Susan. (2006), Anime from Akira to Howl's Moving Castle: Experiencing Contemporary Japanese Animation, Palgrave Macmillan, [ISBN: 978-140397052].
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Satrapi, Marjane. (2007), The Complete Persepolis, Pantheon, [ISBN: 978-037571483].
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Scott McCloud. (1994), Understanding Comics, William Morrow Paperbacks, p.215, [ISBN: 9780060976255].
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Spiegelman, Art. (1996), The Complete Maus, Pantheon, [ISBN: 978-067940641].
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Sacco, Joe. (2020), Paying The Land, Jonathan Cape, [ISBN: 978-191070258].
| Supplementary Book Resources |
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Anthropy, Anna &Clark, Naomi. (2014), A Games Design Vocabulary, Addison Wesley, [ISBN: 978-032188692].
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Edwards, Ross. (2020), Gamish: A Graphic History of Gaming, Particular Books, [ISBN: 978-184614948].
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Rousmaniere, Nicole, Ryoko, Matsuba. (2019), Manga (British Museum), Thames and Hudson, [ISBN: 978-050048049].
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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 |
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Other Resources |
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Art Spiegelman Lecture at SHU,
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Comics, Illustration and the Conceptual
Image,
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Conversation with Marjane Satrapi and
Art Spiegelman,
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Paying the Land: Joe Sacco and Art
Spiegelman in Conversation,
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