Module Descriptors
ANIMATION WORLD
ANIM40216
Key Facts
Digital, Technology, Innovation and Business
Level 4
40 credits
Contact
Leader: Daryl Marsh
Hours of Study
Scheduled Learning and Teaching Activities: 90
Independent Study Hours: 310
Total Learning Hours: 400
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
Sites
  • Stoke Campus
Assessment
  • INTERVENTIONS PORTFOLIO - 20 POSTS2000 WORDS weighted at 70%
  • ESSAY - 2000 WORDS weighted at 30%
Module Details
Indicative Content
An eclectic programme of teaching and learning events and activities designed to enthuse you on the historic and contemporary aspects of animation (occasionally including live action media as well) and erode boundaries between theory and practice.


Globally focused with particular emphasis given to underrepresented minorities, societies, cultures and perspectives through history and in contemporary practice


A diverse series of sessions that may include combinations of lectures/talks, seminars, workshops and short practical challenges that harness opportunities for independent study and collaboration – team building and knowledge sharing.
Assitional Assessment Details
Interventions Portfolio (LO 1, 2, 3, 5)

A broad and eclectic body of individual and cooperative investigation and practical exploration that combine theoretic and technical knowledge. Students will negotiate and contribute to projects goals, the scope of collaborative tasks, and methods of sharing findings – aiming to foster a mutually supportive learning community, including:



Peer Critique Participation (LO 1, 3, 4)

You will be encouraged and supported to contribute to peer feedback with option for 1-2-1, smaller groups knowledge sharing



Essay (LO 1,3)

Students will be tasked with responding to a negotiated theme, or aspect of the animation world in essay form adhering to academic standards and will be encouraged to use feedback from formative assessment milestones to shape and refine the finished outcome.
Learnign Strategies
- 25-30 sessions running over the year (90-120mins Delivery)

- Combining theoretic and practical teaching and learning activities

- some sessions shared across the department (e.g., history and theory of live action film, study skills)

- Some sessions shared across the Levels with L6 and L7 students sharing their projects (research and practical)
Learning Outcomes
1. ON COMPLETION OF THIS MODULE, YOU WILL BE ABLE TO DEMONSTRATE KNOWLEDGE OF THE HISTORIC AND CONTEMPORARY DEVELOPMENT OF ANIMATION AND RELEVENT, RELATED MEDIA, WITHIN A VARIETY OF CULTURES WITH CONSIDERATION OF ALTERNATIVE PERSPECTIVES.

KNOWLEDGE AND UNDERSTANDING


2. ON COMPLETION OF THIS MODULE, YOU WILL BE ABLE TO APPLY KNOWLEDGE OF HISTORIC AND CONTEMPORARY ANIMATION PRACTICES COMIBING THEORY AND PRACTICE IN EXPERIMENTAL AND CREATIVE WAYS BOTH INDVIDUALLY AND IN COOPERATION WITH OTHERS

APPLICATION


3. ON COMPLETION OF THIS MODULE, YOU WILL BE ABLE TO DEMONSTRATE THE ABILITY TO INVESTIGATE, DISCUSS AND APPRECIATE ANIMATION AND RELEVENT RELATED MEDIA FROM A VARIETY OF GLOBAL AND CULTURAL SOURCES AND PERSPECTIVES.

LEARNING


4. ON COMPLETION OF THIS MODULE, YOU WILL BE ABLE TO PARTICIPATE IN COLLABORATIVE INVESTIGATION AND KNOWLEDGE EXCHANGES TOWARDS NEGOTIATED GOALS.

ENQUIRY



5. ON COMPLETION OF THIS MODULE, YOU WILL BE ABLE TO DOCUMENT YOUR LEARNING JOURNEY CLEARLY USING APPROPRIATE LANGUAGE AND VISUAL REFERENCES AND OFFER MEANINGFUL SELF-REFLECTION.

REFLECTION

COMMUNICATION
Resources
Animation Studios Facilities

Industry Standard software and equipment tools.

Animation pathway specific apparatus and equipment.

Media Centre bookable resources.

Library and digital learning resources

Study support resources

VLE’s
Texts
ON-LINE READING LISTS WILL BE UPDATED ANNUALLY.
THIS IS AN INDICATION OF REFERENCE TEXTS REQUIRED FOR 2019-20 ONLY.

For Study Skills:
Burnham, D. (2013) Studying Independently and Producing Better Work. Staffordshire University Publication.
Butler-Kisber, L. (2010) Qualitative Inquiry: Thematic, Narrative and Arts-Informed Perspectives. London: Sage
Gray, C. and Malins, J. (2004) Visualizing Research: A guide to the research process in art and design. Farnham: Ashgate
Mann, S. (2011) Study Skills for Art, Design and Media Students. Harlow. Pearson.

For Animation subjects good starting point are:
Animation Journal, available in the university library
Animation Studies, available from http://journal.animationstudies.org/
Buchan, S. (Ed.) (2006) Animated 'Worlds'. London. John Libbey.
Canemaker, J. (Ed.) (1988) Storytelling in Animation. Los Angeles. AFI.
Pilling, J. (Ed.) (1997) A Reader in Animation Studies. London. John Libbey.
Sandler, K. (Ed.) (1998) Reading the Rabbit - Explorations in Warner Bros. Animation. New Brunswick, New Jersey and London. Rutgers University Press.
Wells, P. (1998) Understanding Animation. London. Routledge.
Wells, P. (2002) Animation: Genre and Authorship. London and New York. Wallflower.

A range of books, subject-specific periodicals and journals, newspaper and other related articles, as well as texts relating to your course of study should be employed as negotiated with the module leader - together with any subject-specific visual, audio or audio-visual evidence to support your work.

Recommended
You will be expected to take advantage of the extensive library facilities available within the University, keeping abreast of current developments through appropriate periodicals and being aware of the work of major practitioners in your subject.
Web Descriptor
Become immersed in the world of animation by exploring it throughout its development in different times and cultures. Watch films and short programs to see how theory can become useful to you as animator (and informed audience) and put the theory into practice by tackling small practical projects.