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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
50211METOZ-GOI0062 Animation Design I 1 Spring 2 1 3 4
Course Type : Compulsory
Cycle: Associate      TQF-HE:5. Master`s Degree      QF-EHEA:Short Cycle      EQF-LLL:5. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Dr. Öğr. Üyesi ALİ AŞUR DELEN
Dersin Öğretim Eleman(lar)ı: Dr. Öğr. Üyesi ALİ AŞUR DELEN
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: The class aims to teach 2D animation techniques via softwares like Adobe After Effects and Illustrator.
Course Content: The classes contain many subtitles related to the film production pipeline like character design and animation, editing and animation techniques and coding.

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Knows the principles of basic design and animation design.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) It has an aesthetic point of view that can produce design products.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
  1) Independently prepares ideas, drafts, concept creation and implementation processes in creating design product.
  2) Develops oral, written and visual communication skills to prepare advanced presentations.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Straight ahead and Pose to pose. ppt presentation
2) Solid Drawing ppt presentation
3) Expression and Appeal ppt presentation
4) Timing ppt presentation
5) Follow-through and overlapping action ppt presentation
6) Staging ppt presentation
7) Exaggeration ppt presentation
8) Quiz lecture presentations
9) Stretch and squash ppt presentation
10) Anticipation & Secondary Action ppt presentation
11) Slow in, Slow out ppt presentation
12) Arcs ppt presentation
13) Quiz lecture presentations
14) Evaluation of the quiz exam. lecture presentations
15) Final
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: ppt sunum
References: Mehmet Naci Dedeal, Karakter Tasarımı, Epsilon Yayınevi
Tony White, Animatörün El Kitabı, Es Yayınları
Maureen Furniss, Animasyonun Kutsal Kitabı, Karakalem Kitabevi Yayınları

DERS ÖĞRENME ÇIKTILARI - PROGRAM ÖĞRENME ÇIKTILARI İLİŞKİSİ

Contribution of The Course Unit To The Programme Learning Outcomes

Ders Öğrenme Çıktıları (DÖÇ)

1

2

3

4

Program Öğrenme Çıktıları (PÖÇ)
1) Experience all processes in business life.
1) Gains the ability to analyze and solve problems.
1) Has practical knowledge of creative directing during commercial shooting.
1) Ability to evaluate artistic, cultural, aesthetic developments and influences through historical and contemporary art and design products,
1) Has theoretical knowledge in the field of communication theories, visual culture, art and cinema history, advertising, brand and media management.
2) Has ethical and social responsibility awareness.
2) Has the theoretical knowledge about new media technologies, interactive media design, multi-media management, web design, oyun digital game design ından which are various fields of digital design.
2) Takes part in the activities related to the field of education in an enterprise operating in its field.
2) To make manual and computer aided drawing
2) Develops creative designs with the knowledge acquired in the field.
3) Having enough knowledge to make creative directives during commercials,
3) Compares theoretical knowledge and application.
3) Takes responsibility as a team member in the field of business and operations.
3) Uses current graphics software in computer environment.
3) Has theoretical knowledge in photography, film language and production processes, video post production, three dimensional design.
4) Be aware of written, oral communication and interaction.
4) Gaining the competencies defined as the institutional outcomes of our university at the basic level in relation to the field, developing in line with the expectations of the business world and society.
4) Compiles the knowledge and experience gained in the field.
4) Having basic video capture and camera usage information; Video montage, Know editing techniques,
4) Has the knowledge to plan and conduct projects in the field and to make monitoring and evaluation.
5) Follows advanced technologies and developments related to digital transformation.
5) Web designing, developing and managing a web page effectively and effectively,
6) To be able to use current graphics software in computer environment,
6) Gain awareness of lifelong learning.
7) Has awareness of citizenship competence.
7) Designs computer games and mobile applications in a manner that dominates digital and design areas.
8) To be able to use the technical equipments related to photography and image effectively and effectively,
8) Evaluates the developments in the field with an entrepreneurial understanding.
9) To be able to communicate in a Foreign Language (English) defined at least at the A2 level of the European Language Portfolio.
9) Plans and conducts marketing activities of institutions and organizations through digital media and social media.

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Experience all processes in business life.
1) Gains the ability to analyze and solve problems.
1) Has practical knowledge of creative directing during commercial shooting.
1) Ability to evaluate artistic, cultural, aesthetic developments and influences through historical and contemporary art and design products,
1) Has theoretical knowledge in the field of communication theories, visual culture, art and cinema history, advertising, brand and media management.
2) Has ethical and social responsibility awareness.
2) Has the theoretical knowledge about new media technologies, interactive media design, multi-media management, web design, oyun digital game design ından which are various fields of digital design. 5
2) Takes part in the activities related to the field of education in an enterprise operating in its field.
2) To make manual and computer aided drawing 5
2) Develops creative designs with the knowledge acquired in the field.
3) Having enough knowledge to make creative directives during commercials,
3) Compares theoretical knowledge and application.
3) Takes responsibility as a team member in the field of business and operations.
3) Uses current graphics software in computer environment. 5
3) Has theoretical knowledge in photography, film language and production processes, video post production, three dimensional design. 5
4) Be aware of written, oral communication and interaction.
4) Gaining the competencies defined as the institutional outcomes of our university at the basic level in relation to the field, developing in line with the expectations of the business world and society.
4) Compiles the knowledge and experience gained in the field.
4) Having basic video capture and camera usage information; Video montage, Know editing techniques, 3
4) Has the knowledge to plan and conduct projects in the field and to make monitoring and evaluation. 4
5) Follows advanced technologies and developments related to digital transformation.
5) Web designing, developing and managing a web page effectively and effectively,
6) To be able to use current graphics software in computer environment, 5
6) Gain awareness of lifelong learning.
7) Has awareness of citizenship competence.
7) Designs computer games and mobile applications in a manner that dominates digital and design areas. 5
8) To be able to use the technical equipments related to photography and image effectively and effectively,
8) Evaluates the developments in the field with an entrepreneurial understanding.
9) To be able to communicate in a Foreign Language (English) defined at least at the A2 level of the European Language Portfolio.
9) Plans and conducts marketing activities of institutions and organizations through digital media and social media.

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Demonstration
Laboratory
Homework
Project Preparation
Individual and Group Work

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Final Exam
Quiz
Homework Evaluation

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Midterms 1 % 50.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 0 0 0
Laboratory 15 3 45
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 1 15 15
Total Workload of Teaching & Learning Activities - - 60
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 5 10
Midterms 1 15 15
Semester Final Exam 1 20 20
Total Workload of Assesment & Evaluation Activities - - 45
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 105
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 4