Short Title:Screen Studies
Full Title:Screen Studies
Module Code:SCRN H3003
Credits: 5
Field of Study:Audio-visual techniques and media production
Module Delivered in 1 programme(s)
Module Description:This module further develops students’ understanding and critical engagement with their media environment, concentrating both on innovations in traditional genres and on digital screen media, genres and forms. The aim is to introduce students to more recent works which attempt to theorize contemporary visual culture concentrating on emerging relations of production and consumption.
Learning Outcomes
On successful completion of this module the learner will be able to:
LO1 Critically examine currently popular and emerging digital environments and practices relating these to their cultural and political contexts
LO2 Examine the complex interdependencies emerging between different screen media at the level of technologies, texts, audiences and institutions
LO3 Analyse issues of meaning and power as articulated in a range of media forms

Module Content & Assessment

Course Work
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Assignment Students may be required to complete an essay of approximately 2000 words. The purpose of the essay should be to allow students to explore in more detail one of the themes covered in the first half of the module. 1,2,3 30.00 n/a
Continuous Assessment Students may be required to identify appropriate research questions with indicative reading lists relating to the subjects addressed in the first section of the module 1,2,3 20.00 n/a
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam End-of-Semester Final Examination 1,2,3 50.00 End-of-Semester

TU Dublin – Tallaght Campus reserves the right to alter the nature and timings of assessment


Module Workload

Workload: Full Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecture Lecture and student led discussion 3.00 Every Week 3.00
Independent Learning Time Reading, viewing, research 3.00 Every Week 3.00
Total Weekly Learner Workload 6.00
Total Weekly Contact Hours 3.00
This module has no Part Time workload.

Module Resources

Recommended Book Resources
  • Siapera,E., 2018, Understanding New Media, Sage [ISBN: 978-144629710]
  • Lindgren, S., 2017, Digital Media and Society, Sage [ISBN: 978-147392501]
  • Jenkins, H., et al 2015, Participatory Culture in a Networked Era: A Conversation on Youth, Learning, Commerce, and Politics, Polity Press [ISBN: 978-074566071]
  • Vincent Miller, 2011, Understanding Digital Culture, Sage [ISBN: 9781847874979]
  • Larissa Hjorth et al 2018, Locating the Mobile: Understanding Mundane Locative Media Practice in Households, Palgrave Pivot [ISBN: 978-331967127]
  • Sherry Turkle, 2011, Alone Together: Why We Expect More from Technology and Less from Each Other, Readhowyouwant [ISBN: 978-1459609020]
  • Frith, J., 2015, Smartphones as Locative Media, Polity [ISBN: 978-074568501]
  • Boyd, D., 2015, It's Complicated: The Social Lives of Networked Teens, Yale University Press [ISBN: 978-030019900]
  • Rettberg, J., 2014, Seeing Ourselves Through Technology: How We Use Selfies, Blogs and Wearable Devices to See and Shape Ourselves, Palgrave
  • Gere, C. 2008, Digital Cultures, Reaktion Books
  • Dwyer, T., 2010, Media Convergence, Open Uni Press
  • Jenkins,H. 2006, Convergence Culture: Where Old and New Media Collide, NYU Press New York
  • Ong, W. 2003, Orality and Literacy: The technologizing of the word, Routledge
  • Gerard Goggin 2011, Global mobile media, Routledge NY [ISBN: 9780415469180]
  • edited by Zizi Papacharissi 2011, A networked self : Identity Community and Culture on Social Network Sites, Routledge New York [ISBN: 9780415801812]
  • Welles, P. 1998, Understanding Animation, Routledge
  • Welles, P. 2003, Animation and America, Edinburgh Univ Press
  • Welles, P. 2002, Animation Genre and Authorship, Wallflower Press
  • Leslie, E. 2001, Hollywood Flatlands: Animation, Critical Theory and the Avant Garde, Verso
  • Wolf, M.J. 2003, The Medium of the Videogame, Fourth Estate
  • Simon Egenfeldt-Nielsen 2016, Understanding Videogames, Routledge [ISBN: 978-113884982]
  • Isbister, K., 2016, How Games Move Us: Emotion by Design, MIT Press [ISBN: 978-026203426]
  • Chalaby, J., 2015, The Format Age: Television's Entertainment Revolution, Polity Press [ISBN: 978-150950259]
This module does not have any article/paper resources
Other Resources

Module Delivered in

Programme Code Programme Semester Delivery
TA_HAVAB_B Bachelor of Arts (Honours) in Creative Digital Media 5 Mandatory