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Course Code: 
VCD 422
Course Period: 
Spring
Course Type: 
Core
P: 
3
Lab: 
0
Credits: 
3
ECTS: 
6
Course Language: 
English
Course Coordinator: 
Courses given by: 
Course Objectives: 
The course aims to study the digital developments observed in private life, business life, economy, administration, health, education, politics, recreation, arts and media by means of internet and communication technologies. It also studies the digital culture and current debates on media.
Course Content: 

Within the courses, students are expected to gain knowledge about this century where worldwide lifestyle and communication ways vary heavly; humans’ working habits, learning styles, consumption practices, public life participation style and entertainment concepts  change the latest years by the development of internet, information and communication technologies.

Course Methodology: 
1-Lecture, 2-Interactive Lecture, 15-Assignment
Course Evaluation Methods: 
B-Oral Exam / Presentation, C-Assignment

Vertical Tabs

Course Learning Outcomes

Learning Outcomes Program Learning Outcomes Teaching Methods Assessment Methods
1. Establishes a connection between the theoretical and applied knowledge and ideas of the communication and culture field. 1,2 1,2,15 B,C
2. Examines information and communication technologies, and defines the concept of digital culture. 2,4 1,2,15 B,C
3. Focuses on various social, artistic, theoretical and cultural practices forming today’s digital field and examines the field informations. 4, 8 1,2,15 B,C
4. Relates acquired knowledge with different disciplines. 9 1,2,15 B,C
5. Evaluates the development of digital technologies’ practices and intercultural transitions. 2,9 1,2,15 B,C

 

Course Flow

COURSE CONTENT
Week Topics Study Materials
1 Course content, method, materials, recommended resources, exam method, general  information  
2 What is Digital Culture? Introduction/ Digital Culture, Charlie Gere (2008)
3 The Beginnings of Digital Culture / Turing’s conceptual machine, The division and abstraction of labour and capital, Abstraction, communication and representation Chapter 1
4 The Beginnings of Digital Culture / Capitalism and information technology, The consequences of the second world war / Student presentations Chapter 1
5 The Cybernetic Era / Cybernetic discourses, Cybernetics, computing and the cold war, Cybernetics and computing in civilian life / Student presentations Chapter 2
6 The Digital Avant-garde / Art and cybernetics, John cage, interactivity and multimedia, Fluxus and mail art / Student presentations Chapter 3
7 The Digital Avant-garde / Other currents, Cybernetics and art in Europe,  Technology and the avant-garde, The beginning of the end of early computer art / Student presentations Chapter 3
8 Mid-term Exam  
9 The Digital Counter-culture / The post-industrial society, Silicon valley, The counter-culture, Second-order cybernetics / Student presentations Chapter 4
10 The Digital Counter-culture / Computing and the counter-culture, The digital counter-culture and neoliberalism, The world wide web / Student presentations Chapter 4
11 Digital Resistances / Postmodernism, Poststructuralism / Student presentations Chapter 5
12 Digital Resistances / Punk and deconstruction / Student presentations Chapter 5
13 Digital Resistances / Hacking culture, Computer hacking / Student presentations Chapter 5
14 Digital Nature / Student presentations Chapter 6
15 Digital Culture in the Twenty-first Century / Student presentations Chapter 7
16 Final Exam  

 

 

Recommended Sources

RECOMMENDED SOURCES
Textbook Digital Culture, Charlie Gere, 2008, Reaktions Books
Additional Resources Critical Cyberculture studies, edited by David Silver and Adrienne Massanari; with a foreword by Steve Jones

Darley, A., ( 2002., Visual Digital Culture,  surface play and spectacle in new media genres, Routledge, UK and New York

David Bell and Barbara M. Kennedy (2000), The Cyberculture Reader, Routledge, UK.

Marika Sturken ve Lisa Cartwright. Practices of Looking: An Introduction to Visual Culture, Oxford: Oxford University Press, 2001. Henry Jenkins. Fans, Bloggers, and Gamers: Media Consumers in a Digital Age, New York: NYU Press, 2006.

Trend D., Reading Digital Culture. Blackkwell Publishers

William Sherman. Understanding Virtual Reality: Interface, Application, and Design, Morgan Kaufmann, 2003.

KeyWords in Cultural Studies: Provides an invaluable generology for students striving to better understand the contested space in which cultural studies takes place and is practiced.

 

 

Material Sharing

MATERIAL SHARING
Documents www.coadsys.yeditepe.edu.tr
Assignments www.coadsys.yeditepe.edu.tr

 

Assessment

ASSESSMENT
IN-TERM STUDIES NUMBER PERCENTAGE
Mid-terms 1 40
Presentation 1 20
Final 1 40
Total   100
Contribution of Final Examination to Overall Grade   60
Contribution of In-Term Studies to Overall Grade   40
Total   100

 

 

Course’s Contribution to Program

COURSE’S CONTRIBUTION TO PROGRAM
No Program Learning Outcomes Contribution
1 2 3 4 5
1 Uses technical and academic knowledge accumulated in visual communication design field for authentic projects.         X
2 Designs 2 and 3 dimensional creative products considering the aesthetic rules.          X
3 Employs efficiently the technical innovations required by the professional field.     X    
4 Analyses problems related to the field starting from the concept and develops appropriate projects for the targeted audience.         X
5 Behaves according to the national and international professional ethical principles.       X  
6 Builds awareness to universal and social problems by developed projects and offers solutions to them.   X      
7 Gains sectoral experience by compulsory internship, relates academic knowledge with field experience.   X      
8 Grasps the importance of interdisciplinary working by lifelong learning mind-set and collaborates with different teams.         X
9 Develops concepts and puts forth innovative and authentic works to enrich the cultural and artistic accumulation related to the field.         X
10 Transforms the creative ideas into moving and interactive visual expressions, executes multi-dimensional designs. X        

 

 

ECTS

ECTS ALLOCATED BASED ON STUDENT WORKLOAD BY THE COURSE DESCRIPTION
Activities Quantity Duration
(Hour)
Total
Workload
(Hour)
Course Duration 14 3 42
Hours for off-the-classroom study (Pre-study, practice) 14 6 84
Mid-terms 1 4 4
Presentation 1 14 14
Final 1 4 4
Total Workload     148
Total Workload / 25 (s)     5,92
ECTS Credit of the Course     6