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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
50414METOZ-GOI0154 Advertising Design and Applications 3 Spring 1 1 2 4
Course Type :
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: Instructor AKİF KEMAL KARATEPE
Dersin Öğretim Eleman(lar)ı:
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: With the studies in this course, it is aimed that the students understand the basic concepts in advertising, as well as understand how the advertisement is transferred to the target, writing the ad text, how to analyze the ad, how to organize an ad campaign, and perform computer-aided ad design as an applied media.
Course Content: The concept of design, in line with the basic principles of design theories, can be used as a poster or billboard, racket, megalight, megaboard, roller tower, roll up, stall advertisements, stands etc. to develop a creative design approach and to make applications. In addition, the creation of an animated advertisement film with the kinetic typography of the work in which printed advertising works.

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) Recognize the relevant principles of basic communication, design and graphic design.
  2) Graphic design workshops such as advertising, publishing, printing, and information on industry needs.
  3) It is used in graphic design, has enough information to use computer programs sufficiently.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Develops creative designs with the knowledge acquired in the field.
  2) It creates graphic design products and projects.
  3) Planning the stages of creation, application and production of graphic design.
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) Graphic design workshops such as advertising, publishing, printing, and information on industry needs.
  2) Followed up-to-date communication programs and design perspective.
  3) To have the consciousness of the necessity of lifelong learning.
  4) The team has the ability to be involved in their work in a harmonious, productive and effective manner.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) What is advertising?
2) Basic elements of advertising graphic design. In this context, the place of the basic elements of logo design, visual image and graphic design in advertising.
3) Ad types, Ad analysis, Companies; What are their activities in advertising, industry, product, consumer and other subjects?
4) Selection of the situation or the sector of the product to be advertised, analysis of the advertisement, selection of the title - subtitle, selection of text, slogans and images.
5) Designing a poster, billboard, racket for a situation or product to be advertised.
6) Making megalight, megaboard, cylinder tower designs of a situation or product desired to be advertised.
7) Roll up, stall advertisements, stand designs of a situation or product desired to be advertised.
8) Midterm
9) Creation of animated advertisement film with kinetic typography of the printed advertisement work.
10) The design of the animated advertisement film with the kinetic typography of the work in which the printed advertisement works.
11) Design application of animation advertisement film with kinetic typography of the printed advertising work.
12) Design application of animation advertisement film with kinetic typography of the printed advertising work.
13) Design application of animation advertisement film with kinetic typography of the printed advertising work.
14) Design analysis of animation commercial film with kinetic typography of the printed advertising work.
*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: Ulufer Teker, Grafik Tasarım ve Reklam, Yorum Sanat, 2009.
Özen Okat Özdem, Reklamda Görsel Tasarım, Say Yayınları, 2015.
Emre Becer, İletişim ve Grafik Tasarım, Dost Kitabevi, 2015.
Tevfik Fikret Uçar, Görsel İletişim ve Grafik Tasarım, İnkılap Kitabevi, 2019.
References: Esma Civcir- Temel Tasarım ve Tasarım İlkeleri
Malcolm Barnard-Sanat Tasarım ve Görsel Kültü

DERS ÖĞRENME ÇIKTILARI - PROGRAM ÖĞRENME ÇIKTILARI İLİŞKİSİ

Contribution of The Course Unit To The Programme Learning Outcomes

Ders Öğrenme Çıktıları (DÖÇ)

1

5

6

2

3

4

7

9

8

10

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. 4
1) Gains the ability to analyze and solve problems. 5
1) Has practical knowledge of creative directing during commercial shooting. 1
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. 3
2) Has ethical and social responsibility awareness. 5
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. 3
2) Takes part in the activities related to the field of education in an enterprise operating in its field. 2
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. 5
3) Takes responsibility as a team member in the field of business and operations. 5
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.
4) Be aware of written, oral communication and interaction. 5
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. 5
4) Having basic video capture and camera usage information; Video montage, Know editing techniques, 4
4) Has the knowledge to plan and conduct projects in the field and to make monitoring and evaluation. 5
5) Follows advanced technologies and developments related to digital transformation. 4
5) Web designing, developing and managing a web page effectively and effectively, 3
6) To be able to use current graphics software in computer environment, 5
6) Gain awareness of lifelong learning. 4
7) Has awareness of citizenship competence. 2
7) Designs computer games and mobile applications in a manner that dominates digital and design areas. 1
8) To be able to use the technical equipments related to photography and image effectively and effectively, 5
8) Evaluates the developments in the field with an entrepreneurial understanding. 3
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. 3

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
Discussion
Case Study
Problem Solving
Demonstration
Laboratory
Reading
Homework
Project Preparation

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
Homework Assignments 2 % 20.00
Midterms 1 % 30.00
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 15 2 30
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 14 1 14
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 0 0 0
Total Workload of Teaching & Learning Activities - - 44
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 10 20
Midterms 1 10 10
Semester Final Exam 1 20 20
Total Workload of Assesment & Evaluation Activities - - 50
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 94
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 4