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2019-2020 Academic Catalog: Addendum B [ARCHIVED CATALOG]
Course Descriptions
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Definitions:
Prerequisites: A course that must be taken prior to a given course.
Co-requisites: A course that must be taken at the same time as a given course.
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Commercial Photography |
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CP 3110 - Lighting III: Studio Credits: 3
This course prepares students in the area of studio lighting as it pertains to photographing products and people for advertising assignments. Through instruction and hands on assignments, students will learn how light and composition defines shape and form, creating a compelling visual communication. Upon successful completion of this class, students will have learned how to set up classic lighting scenarios, to make modifications to the classic forms, and to use this lighting to develop a studio-based portfolio.
Prerequisites: CP 2310 - Lighting II: Location
Corequisites: PH 3000 - Junior Portfolio Review
Course Learning Outcomes:
- Demonstrate knowledge of the constructive elements of lighting.
- Apply lighting and compositional elements in the design and completion of photo-based product narratives.
- Examine and challenge the conventional elements of commercially based work.
- Apply lighting theory and practice as it applies to creating image depth.
- Create imagery that illustrates a fine art perspective in single and multi image storytelling.
Required Textbooks: ONLINE: Masterclass: Professional Studio Photography - ISBN: 9781937538071
Credits: 3 |
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CP 3251 - Cinematography II Credits: 3
Building on skills acquired in CP 2511 Cinematography I, this course offers pointed instruction in the areas of increasingly effective video camera work in the use of DSLR camera technology. Now referred to as HDSLR’s as they have become progressively more relevant in the making of theatrically released films, broadcast television productions, commissioned work for companies, and commercials for marketing campaigns. Through an intensive series of assignments based on an understanding and illustration of video and editing technology, story boarding, lighting, location logistics, and video production, students will emerge from this course through specific assignments, with a high degree of knowledge in the area of creating compelling video narratives.
Prerequisites: CP 2511 - Cinematography I
Notes: (Formerly CP 3250 Cinematography)
Course Learning Outcomes:
- Research and develop a project on contemporary trends in the industry.
- Evaluate and apply advanced technical skills in video based narratives.
- Develop and refine storytelling skills to communicate an idea.
- Apply current best practices in editing technology.
- Evaluate the ethical implications inherent in documentary cinematography.
Credits: 3 |
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CP 3410 - Advanced Digital Imaging Credits: 3
As culture increasingly engages in a creative dialogue in the area of digital image-making (with its lead tool being photography), it is important to understand the avenues by which descriptive and conceptual imagery is made. In this course the processes of constructive imagery will be emphasized. Conceptualism in the editorial markets; the leaning of advertising toward documentary space; integration of art into the commercial market; and still photography morphing into video and vice versa will be explored and realized. Upon successful completion of this course, students will have an advanced knowledge of industry specific digital post-production software platforms—using these platforms to create a highly-developed portfolio of digital images.
Prerequisites: CP 1710 - Digital Post Production
Notes: (Formerly CP 4310 Advanced Digital Imaging)
Course Learning Outcomes:
- Understand advanced workflow and apply this to the currently recognized processes of digital post production in photography.
- Evaluate and apply digital post production tools in the creation of complex visual narratives.
- Create Cinemagraphs that illustrate narrative concepts.
Credits: 3 |
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CP 3450 - Audio for Video Production Credits: 3
Inescapable from the area of creating excellence in the profession of video production is the importance of audio content. The ability to capture sound, create it specifically for film content, and apply it effectively is an enhancive, critical element of compelling video and film narratives, and is the basis for this course. At the conclusion of this course, having used state of the art audio equipment and software, students will have captured sounds as they occur in dynamic staged and natural environments, created audio tracks for a short video, and through the use of audio post production tools, altered sound for both realistic and abstract contexts. Upon successful completion of this course, using state of the art audio equipment and software, students will have captured sounds as they occur in dynamically staged and natural environments; created audio tracks for a short video; and, through the use of audio post production tools, altered sound for both realistic and abstract contexts.
Prerequisites: CP 3251 - Cinematography II
Course Learning Outcomes:
- Apply software skills in audio tracking and enhancement.
- Apply skills in capturing and blending multiple audio tracks.
- Demonstrate an understanding of audio ethics in documentary cinema.
- Create an audio track using foley skills.
- Create documentary video narrative with a focus on audio skills.
Credits: 3 |
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CP 3521 - Architectural Photography Credits: 3
Based on the concept of capturing the built landscape in its most perfect form, architectural and industrial photography is the marriage of photographic skill, technical aptitude, and artistic vision. This course uses contextual lectures, interpretative visioning, and practical experience to guide students through a process of evaluation and understanding of architectural principles. Upon successful completion of this class, students will, through logistical planning and photographic assignments, have a strong understanding of the power of architectural and industrial photographs and how they communicate integrity, credibility, and vibrancy.
Prerequisites: CP 1710 - Digital Post Production
Notes: (Formerly CP 3520 Architectural and Industrial Landscapes)
Course Learning Outcomes:
- Understand of the critical components of architectural design.
- Create an illustrative portfolio of images of defined architectural design.
- Photograph architectural projects which address the creative interpretation of a structure.
- Analyze and apply theoretical and professional practices of architectural form in the creation of photographs.
Credits: 3 |
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CP 3571 - Fashion Credits: 3
The hallmark of fashion portraiture is the communication of fashion genres within the context of making magazine and editorial photographs from a ‘street’ perspective. In this course, students will acquire expertise in the area of highly visible photographic assignments, reference the context of working within an editorial environment, research and discuss the development and evolutionary histories of fashion work as it pertains to photographing fashion models in public spaces. Upon successful completion of this course, and through pointed and rigorous assignment based projects, students will have added important logistical components to their skill sets including relevant fashion strategies; the photographing models unique to crowded urban spaces; and understand the magazine and publishing industries importance in fashion work.
Prerequisites: CP 1710 - Digital Post Production
Notes: (Formerly CP 3570 Street Style Fashion Photography)
Course Learning Outcomes:
- Research, discuss, and create a logistical plan for a fashion assignment.
- Apply skills in body language and posing as it applies to fashion photography.
- Create and apply fashion narrative concepts.
- Apply skills in communication within the context of fashion and lifestyle magazines.
Credits: 3 |
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CP 3720 - Conceptual Projects Credits: 3
Professional photographers are often asked to insert their ideas into a specific project, to serve as a conduit to fulfill the needs of a client. In this course, through a series of real world examples, students will be guided through an evaluative process, that of developing ideas and interpreting needs. Upon successful completion of this course students will have developed the skills to conduct research, and create a challenging series of photographs that illustrates their unique approach to problem solving and client needs interpretation.
Prerequisites: CP 3410 - Advanced Digital Imaging
Course Learning Outcomes:
- Conduct research on contemporary post production trends in the industry.
- Demonstrate an understanding of visual conceptualism.
- Create visual content that illustrates conceptual narratives.
- Apply digital post-production skills to create multiple image composites.
Credits: 3 |
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CP 4210 - Special Project Credits: 1
Serving as a bridge between academic and professional careers, this three-week project course gives students the opportunity to work under the guidance of faculty and in partnership with the marketing department of a company, the creative department of a design firm, or a photo editor of a news bureau or newspaper. This mini-internship allows students to apply skills learned during their coursework such as the creation of effective, pointed photographs, assignment logistics, client relations, and needs fulfillment. As an outcome, students will have produced a client-based assignment that incorporates all aspects of the commercial photography business.
Prerequisites: CP 2321 - Portraiture
Credits: 1 |
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CP 4490 - Video Field Production Credits: 3
Working on location is the hallmark of creating compelling and beautiful video-based projects for clients. In that vein, this course offers instruction, professional examples, and assignment-based projects specific to the challenges of location-based video projects. Logistical issues such as permitting, private and public property permissions, and equipment specific to shooting on location, as well as weather protection, the use of generators as power sources, location lighting, and grip equipment are important elements to be discussed and implemented. Upon successful completion of this course, students will have researched and chosen a difficult location for video production, created a logistical plan of action for an assignment, used location-specific equipment, used scripts and storyboards, and completed a selected component for photographing and completing the video project.
Prerequisites: CP 3251 - Cinematography II
Course Learning Outcomes:
- Synthesize technical skills and apply problem-solving techniques to making videos on location.
- Apply skills in insight and problem solving as it pertains to making videos on location.
- Create a logistical plan that includes research and applying for local, government permits for a defined location.
- Evaluate and choose appropriate technology to accomplish the project.
Credits: 3 |
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CP 4951 - Professional Practices: Marketing Credits: 3
This studio course prepares students with critical knowledge and practical strategies as they apply to their post degree profession in the field of Commercial Photography and Photojournalism/Documentary. The central elements of these efforts are the processes of portfolio synthesis and the use of web-based media platforms supplemented by personal interactions with the organizations where marketing and photography professionals interact. This course will, through instructional processes and photographic project assignments, guide students through the stages of website development using templates, social media, direct marketing, effective marketing strategies, business branding, and a universal comprehension of the business of photography. As an outcome, students will have created recent photographic work; an identity package including business cards; a template based website; established directed multiple social media pages; and involved themselves in client based professional organizations.
Prerequisites: Completion of 90+ credit hours.
Notes: (Formerly CP 4950 Professional Practices: Real World Marketing)
Course Learning Outcomes:
- Create a business brand and image.
- Evaluate and research potential business markets to create a career development path.
- Create a business plan that supports a career direction.
- Create collateral material that reinforces an established brand identity.
- Develop an online and social media strategy that effectively markets your business.
- Demonstrate business professionalism in client relationships.
- Prepare client contracts and estimates based on industry best practices.
Credits: 3 |
Creative Writing |
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CW 2110 - Creative Writing Multi-Genre Credits: 3
This sophomore-level course examines a wide variety of texts in three genres: poetry, the short story, and creative nonfiction. After analyzing the structure and language of published works, students will apply their analysis to their own writing. Class format will include discussion of published material, writing exercises, and writing workshops. Upon successful completion of this course students will analyze structure, style, and content of literary works; understand how structure and style work together in the service of content, obtain a strong understanding of basic literary terms, provide constructive criticism and apply received critique efficiently in their own work, and work creatively in an environment that involves deadlines, critiques, and collaborative decision-making.
Prerequisites: EN 1111 - Composition II
Course Learning Outcomes:
- Understand structure, style, and content of literary works.
- Understand how structure and style work together in the service of content.
- Understand basic literary terms.
- Provide constructive criticism and apply received critique efficiently in their own work.
- Work creatively in an environment that involves deadlines, critiques, and collaborative decision-making.
Required Textbooks: ON CAMPUS: Anchor Book of New American Short Stories - ISBN: 9781400034826
Credits: 3 |
Education Media Design + Technology |
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Credits: 3 |
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EMDT 5020 - Multiple Learning Theories Credits: 3
In this course popular learning theories and educational paradigms are examined to inform the design of academic strategies and the development of curricula. Students learn how to create personalized learning environments that respect different learning styles and facilitate deeper comprehension. Students engage in project-based learning activities to produce content and assets for their educational portfolio, which serves as an applied demonstration of their knowledge and skill in various learning pedagogy. Upon successful completion of this course, students will have a deeper understanding of different learning theories, such as brain-based, constructivist, and multiple intelligence, and how these play a role in curriculum development for various learners and environments.
Prerequisites: None
Course Learning Outcomes:
- Explain current learning theories utilizing supporting research.
- Apply strategic implementation of best practices for personalized learning.
- Develop communication and collaboration skills.
Credits: 3 |
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Credits: 3 |
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EMDT 5040 - Education Design + Evaluation Credits: 3
In this course students explore various instructional design strategies to effectively define learning outcomes, convey them to learners, and help learners achieve the outcomes. Students analyze instructional strategies and various assessment types to determine which approach fits best for each learning scenario. Students engage in project-based learning activities to produce content for their educational portfolio, which serves as an applied demonstration of their knowledge and skill in evaluating different educational models in relation to instructional design practice. Upon successful completion of this course, students will have an expanded awareness of instructional design and evaluation measures for deeper learning approaches.
Prerequisites: EMDT 5020 - Multiple Learning Theories
Course Learning Outcomes:
- Explore instructional design and assessment types.
- Analyze design systems for applicability to a given scenario.
- Implement instructional design models in coursework.
- Evaluate strategy for effectiveness.
Required Textbooks: Dirksen, J. (2016). Design for how people learn (2nd ed.). Los Angeles, CA: New Riders. ISBN-13: 978-0134211282
Credits: 3 |
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EMDT 5050 - Instructional Media Design Credits: 3
In this course students examine digital media and how it can be leveraged in educational applications. Along with understanding the mechanisms of digital content, students explore various software and technologies used to create instructional media and how to support their designs with established academic theories. Students engage in project-based learning activities to produce content and assets for their educational portfolio, which serves as an applied demonstration of their knowledge and skill in understanding media design as it relates to instruction. Upon succcessful completion of this course, students will produce content that showcase sound instructional design practices to enhance overall instruction
Prerequisites: EMDT 5020 - Multiple Learning Theories , EMDT 5040 - Education Design + Evaluation
Course Learning Outcomes:
- Understand the cognitive process involved in sensory encoding.
- Identify media formats that support learning objectives.
- Design effective visuals to enhance instruction.
- Combine media elements to maximize message.
Required Textbooks: Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. Hoboken, NJ: John Wiley & Sons. ISBN-13: 978-1119158660
Credits: 3 |
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EMDT 5060 - UX for Educators Credits: 3
In this course students will explore basic user experience (UX) design principles and how to apply them in the creation of digital instructional materials. This course poses the question - What if teachers began to look at their learners as users or consumers of educational content? Course topics include when and how to use static content versus interactive media and the importance of understanding how a user navigates, searches, and consumes digital content. Students engage in project-based learning activities to produce content and assets for their educational portfolio, which serves as an applied demonstration of their knowledge and skill of user experience and instructional media. Upon successful completion of this course, students will have an expanded awareness of the UX design principles and how they apply to their current practice. Students will utilize UX best practices to enhance instructional materials.
Prerequisites: None
Course Learning Outcomes:
- Analyze target audience of learners.
- Understand user (student) behavior in online environments.
- Identify usability considerations with digital content.
- Employ fundamental UX principles in the design of instructional media.
Required Textbooks: No required textbook.
However, there is a choice reading assignment on a UX book. All other readings are provided in the Learning Management System.
Options (pick one):
UX Basics: These books explain the basics of UX thinking
- The Design of Everyday Things by Don Norman, ISBN-13: 978-0465050659
- UX for Beginners: A Crash Course in 100 Short Lessons by Joel Marsh, ISBN-13: 978-1491912683
Web Design: Creating websites that are easy to navigate for learners
- Don’t Make Me Think: A Common Sense Approach to Web Accessibility by Steve Krug, ISBN-13: 978-0321965516
Universal Design for Learning (UDL) & Accessibility: Creating instructional products that meet the needs of a variety of learners through thoughtful design that applies UDL principles
- Design and Deliver: Planning and Teaching Using Universal Design for Learning by Loui Lord Nelson, ISBN-13: 978-1598573503
- UDL Now!: A Teacher’s Guide to Applying Universal Design for Learning in Today’s Classrooms by Katie Novak, ISBN-13: 978-1930583665
- Reach Everyone, Teach Everyone: Universal Design for Learning in Higher Education by Thomas Tobin and Kirsten Behling, ISBN-13: 978-1946684608
Design Thinking: Learning how to think like a designer and use the design process to solve problems
- Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation by Tim Brown, ISBN-13: 978-0062856623
- Design Thinking: Understanding How Designers Think and Work by Nigel Cross, ISBN-13: 978-1350092662
User Testing: Applying a formal process to having users test your products and learning from their experiences.
- Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems by Steve Krug, ISBN-13: 978-0321657299
Credits: 3 |
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EMDT 5100 - Portfolio Project Planning Credits: 2
In this course, students identify an issue in their personal practice or workplace to examine and solve through Action Research. Students reflect on their professional environment and identify an area to make a positive impact. Students explore their chosen topic, conduct a literature review, formulate research questions and strategize a plan to focus their efforts on actionable change. Students execute their plan over several months and present it in the final course of the program. Upon successful completion of this course, students will create a literature review, research questions and plan for the Action Research project and portfolio capstone project.
Prerequisites: EMDT 5040 - Education Design + Evaluation
Course Learning Outcomes:
- Conduct topic-driven research.
- Compile a literature review to inform their project.
- Formulate research questions.
- Create a multimedia research proposal.
Required Textbooks: Putman, S. M., & Rock, T. (2017). Action research: Using strategic inquiry to improve teaching and learning. Thousand Oaks, CA: Sage Publications. ISBN-13: 978-1506307985*
*Also used in EMDT 5200
Credits: 2 |
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EMDT 5110 - Digital Storytelling Credits: 3
This course explores the elements of digital storytelling and the concept of visual literacy. Students are introduced to a variety of content creation techniques that enhance the meaning and message of instructional materials. In addition to basic production considerations, students focus on crafting a compelling narrative, with a strong, consistent visual aesthetic and auditory experience. Students will also focus on best practices for engaging learners in digital storytelling to demonstrate their understanding of content. Students engage in project-based learning activities to produce content and assets for their educational portfolio, which serves as an applied demonstration of their knowledge and skill in visual storytelling and the storytelling process. Upon successful completion of this course, students will demonstrate expertise in creating digital stories and using digital storytelling with learners.
Prerequisites: None
Course Learning Outcomes:
- Identify key elements in a film or visual story.
- Utilize pre-production writing tools and planning resources.
- Employ proper production and editing techniques.
- Create a compelling digital story with rich visuals and sound.
- Apply strategies for creating digital stories with learners.
Required Textbooks: Ohler, J.B. (2013). Digital storytelling in the classroom: New media pathways to literacy, learning, and creativity (2nd ed.). Thousand Oaks, CA: Corwin. ISBN-13: 978-1452268255
Credits: 3 |
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EMDT 5120 - Game Strategies + Motivation Credits: 3
In this course students are introduced to game-theory techniques and strategies that motivate learners. Students examine a variety of gaming models and methods, along with the academic theories and psychological methods that support the game design process. Students design their own games to increase learner engagement and explore how such games can be evaluated for assessment goals. Students also explore best practices in having learners create their own games as part of the learning process. Students engage in project-based learning activities to produce content and assets for their educational portfolio, which serves as an applied demonstration of their knowledge and skill in using games in learning and evaluation within various learning environments. Upon successful completion of this course, students will have a deeper understanding of game theory, creating educational games, and developing games with learners.
Prerequisites: EMDT 5020 - Multiple Learning Theories , EMDT 5040 - Education Design + Evaluation
Course Learning Outcomes:
- Examine the relationship between education, gaming, and entertainment.
- Create a game to be utilized in their educational environment.
- Evaluate the proper application of their game for assessment in a learning environment.
- Apply strategies for having learners create games.
Required Textbooks: Boller, S., & Kapp, K. (2017). Play to learn: Everything you need to know about designing effective learning games. Alexandria, VA: Association for Talent Development. ISBN-13: 978-1562865771 Course Materials: Access to one of these strategy board games: Settlers of Catan, Ticket to Ride, New York 1901, Forbidden Island, Pandemic, or another board game that is strategy-focused.
Credits: 3 |
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EMDT 5130 - Branding for Educators Credits: 3
In this course, students will learn the fundamentals of establishing a professional educational identity. Students construct a brand strategy that details their educational philosophy, subject matter expertise, areas of applied interest, published works, and professional associations. Students explore their professional identity and how that translates into their unique instructional style and media content. Students engage in project learning activities to produce content and assets for their educational portfolio, which serves as an applied demonstration of their knowledge and skill in creating a professional identity and brand awareness. Upon successful completion of this course, students will create a brand strategy incorporating authentic work in their areas of interest to develop a professional identity in the field of education.
Prerequisites: None
Course Learning Outcomes:
- Understand branding fundamentals.
- Explore and analyze other professional educator brands.
- Construct professional identity.
- Create portfolio assets that are on-brand.
Credits: 3 |
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EMDT 5140 - Ubiquitous Learning Credits: 3
This course explores what it means to learn anytime, anywhere. Students examine the tools that enable 24/7 learning, interconnectedness, and various forms of ubiquity using concepts of augmented reality, virtual reality, and mobile technology. During the hands-on application use of these tools, students also evaluate these curriculum delivery methods for a variety of learning scenarios. Students engage in project-based learning activities to produce artifacts and assets for their educational portfolio, which serves as an applied demonstration of their knowledge and skill in anytime, anywhere learning and how to foster this environment. Upon successful completion of this course, students will have explored and constructed ubiquitous learning experiences to impact curriculum for various environments.
Prerequisites: None
Course Learning Outcomes:
- Identify elements of ubiquitous learning.
- Utilize a variety tools and technology that allow for 24/7 learning.
- Explain strategies for using augmented reality, virtual reality, and mobile technology as a means of content delivery.
- Design engaging educational media for myriad learning styles and environments.
Required Textbooks: McQuiggan, S., McQuiggan, J., Sabourin, J., & Kosturko, L. (2015). Mobile learning: A handbook for developers, educators, and learners. Hoboken, NJ: Wiley & Sons. ISBN-13: 978-1118894309 Course Materials: Note: This course requires access to a mobile device or tablet with an app store such as Google Play or the Apple app store. Some app purchases will be required for the course, no more than $15. Credits: 3 |
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Credits: 3 |
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EMDT 5200 - Portfolio Project Presentation Credits: 2
In this course students package and promote the results of their Portfolio Project Planning course in combination with developed content throughout the program. Students analyze and reflect upon collected data and content within their Action Research. This information is combined with previously completed work into a polished product that includes multimedia assets in an Online, shareable format. Upon successful completion of this course, students have completed the Portfolio Project along with the Action Research Project and presented the results as the capstone to the program.
Prerequisites: EMDT 5040 - Education Design + Evaluation , EMDT 5050 - Instructional Media Design , EMDT 5100 - Portfolio Project Planning
Course Learning Outcomes:
- Curate coursework artifacts and assets.
- Report findings of Action Research.
- Create multimedia program reflection.
- Share results globally via online platform.
Required Textbooks: Putman, S. M., & Rock, T. (2017). Action research: Using strategic inquiry to improve teaching and learning. Thousand Oaks, CA: Sage Publications. ISBN-13: 978-1506307985*
*Also used in EMDT 5100
Credits: 2 |
English |
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EN 1110 - Composition I Credits: 3
This is the first course in the English Composition sequence and serves as an introduction to college-level reading, writing, discussion, and critical thinking. Students engage in a variety of academic texts and literature, as well as literary, aesthetic, and social criticism. By exploring a variety of writing styles, analyzing elements of form and mechanics, and engaging all aspects of the writing process, students find and demonstrate their writing voice to write with greater authority, clarity, and insight. Upon successful completion of this course, students will develop their writing and critical thinking skills through critical reading, class discussion, and their own writing.
Prerequisites: none
Notes: (Formerly CCT 1020)
Course Learning Outcomes:
- Understand strategies relevant to each of the stages of the writing process: generating material, shaping a first draft, revising, and editing the final draft.
- Identify, describe and correct grammatical errors.
- Understand writing as a process involving multiple drafts and thorough revision.
- Understand the uses of tone and style in both personal and academic genres.
Required Textbooks: ON CAMPUS: Arlington Reader, 4th Edition - ISBN: 9781457640452
Credits: 3 |
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EN 1111 - Composition II Credits: 3
Composition II emphasizes critical thinking, reading, and writing skills by engaging students in all aspects of the writing process. Upon successful completion of the course, students will have encountered a variety of academic texts; participated in critical discourses regarding the content, meaning, and function of these texts; and have developed their thinking through written responses to the readings. Students will also have been formally introduced to academic research and are expected to complete a formal research paper by the end of the semester.
Prerequisites: EN 1110 - Composition I
Notes: (Formerly CCT 1030)
Course Learning Outcomes:
- Understand writing as a process of multiple drafts and thorough revision.
- Identify, describe and correct grammatical errors.
- Understand the academic research and writing processes.
- Understand elements of rhetoric.
- Understand social, political, and historical contexts through readings and analysis of various texts.
Required Textbooks: ON CAMPUS: Arlington Reader, 4th Edition - ISBN: 9781457640452
ONLINE: Collected Stories of William Faulkner - ISBN: 9780679764038
ONLINE: The Complete Stories - ISBN: 9780374515362
ONLINE: A Curtain of Green + Other Stories - ISBN: 9780156234924
Credits: 3 |
Foundations |
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FD 1020 - 2D Design: Elements + Principles Credits: 3
This freshman-level studio course introduces students to compositional aspects of two-dimensional work as they pertain to art and design practices using digital media. Through a variety of projects, students explore the fundamentals of visual organization and investigate methodologies of visual communication that include form, content, and culture. Upon successful completion of this course, students will have a greater understanding of how to develop and analyze two- dimensional, digital visual compositions.
Prerequisites: FD 1600 - Studio Seminar: Methods of Inquiry
Corequisites: FD 1030 - Design Lab
Course Learning Outcomes:
- Define compositional aspects of two-dimensional work as they pertain to art and design practices using digital media.
- Apply methodologies of visual communication through design and analysis.
- Perform design research and visual analysis.
- Create compositions with intentional consideration of the principles and elements of art and design.
Required Textbooks: Picture This: How Pictures Work, Bang, Molly ISBN-13: 978-1452151991 Course Materials: Required Materials:
- 8 ” x 10” sketchbook or larger. You can also use 8.5” x 11” computer paper that is collected in a folder
- Pencil, pen and/or marker
- 4 GB ash drive or larger
- Laptop
- Photoshop CC, RMCAD will provide software
- Illustrator CC, RMCAD will provide software
** Students are also responsible for printing costs. Campus students plan for $100 for printing and miscellaneous materials.
** Students are also responsible for printing costs. Online students plan for $50 for printing and miscellaneous materials.
**Materials may vary depending on th instructor, make sure to check with your professor before purchasing.
Credits: 3 |
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Credits: 0 |
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FD 1120 - Topics in Color Credits: 3
This freshman-level course introduces students to the relationships between color, perception, and space as it pertains to art and design practices. Through hands-on studio projects, students investigate how color is utilized within design strategies, as it relates to properties of color, color psychology, spatial perception, and cultural significance while studying the historic evolution of color systems. Upon successful completion of this course, students will recognize and demonstrate the impact of color in the compositional aspect of design and utilize color as a creative element in the design process.
Prerequisites: FD 1275 - Drawing I
Course Learning Outcomes:
- Identify, apply, and critique color strategies within works of art and design.
- Articulate color terminology as they apply art and design.
- Use color strategies to evoke a psychological (emotional response) response.
- Apply relationships between color, perception, and space as it pertains to art and design practices.
- Discuss the cultural significance of color and it’s impact on the evolution of historic color systems.
Course Materials: ON CAMPUS:
Required Materials:
- pencil 2B
- scissors
- compass
- vinyl eraser (white)
- glue stick
- emory board
- 24” metal ruler with cork backing
- acrylic gel medium gloss or semi-gloss
- x-acto knife with #11 blade replacements
- sketchbook blank pages only, 8.5 x 11
- 2 bristol pads, vellum, 14 x 17
- artist tape
- color wheel
- paper palette
- color pencil set of at least 18 colors
Paint Brushes:
- 0 round
- 4 bright
- 6 filbert
- 8 filbert
- 12 flat
- 2” bristle brush, inexpensive version
Acrylic Paint:
- Titanium White
- Burnt Umber
- Phthalo Blue (green shade) not red shade
- Ultramarine Blue
- Quinacridone Red
- Naphthol Red Medium, not crimson
- Indian yellow
- Hansa Yellow
- Dioxazine Purple
Recommended Supplies:
- container for water
- soft clean up rag (old t-shirt)
- artists Smock or apron
- Mars Black, paint
- burnt sienna, raw sienna, paint
- protractor
** Plan for approximatly $150 for supplies.
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing.
ONLINE:
Required Materials:
- scissors
- glue stick
- 24” metal ruler with cork backing
- acrylic gel medium gloss or semi-gloss
- sketchbook blank pages only, 8.5 x 11
- 2 bristol pads, vellum, 14 x 17
- Drawing Pencils and Erasers
- Variety of Color Pencils
- Sketchbook
- X-acto Knife #11 + Blades replacements
- Painter’s Tape
- Water Cup(s)
- Ruler: metal with cork back
- Ruler: transparent with grid
- Self-Healing Cutting Board
- Palette (surface for mixing paint)
- Color Aid Pack or Paint Swatches
- Rags (old cut up t-shirts or towels or pack of cotton rags)
- Gel Medium
- Variety of Brushes ( flat/round/filbert)
- Color Wheel
- Fine Sandpaper or Emery Board (optional)
Acrylic Paint:
- Titanium White
- Mars Black
- Primary Magenta, Quinacridone Red, Pyrrole Red Light, OR Naphthol Red Light, choose one only
- Primary Yellow
- Ultramarine Blue or Primary Cyan
- Pyrrole Orange
- Permanent Green Light or Phthalo Green (Yellow Shade)
- Dioxazine Purple
- Burnt Sienna or Red Oxide
- Burnt Umber or Raw Umber
Optional Materials:
- Variety of Watercolor Pencils (optional)
- Variety of Color Markers (optional)
- Slow Release Medium (optional)
- Extender Medium (optional)
- Paint Box (optional)
*PLEASE AVOID CADMIUM AND COBALT COLORS.
*ALWAYS READ LABELS AND HEALTH WARNINGS WHEN PURCHASING ART SUPPLIES.
** Plan for approximatly $150 for supplies Credits: 3 |
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Credits: 0 |
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FD 1275 - Drawing I Credits: 3
This freshman-level course introduces students to methods of structural-based drawing through rigorous observational practices. With an emphasis on composition, ideas such as light, shade, value contrast, proportion, texture, mass, volume, and technique are introduced. Utilizing the study of natural and man-made objects, students become familiar with one, two, and three-point perspective. Upon successful completion of this course, the students demonstrate improved knowledge and skills in translating what is observed from life into a 2D picture plane.
Prerequisites: none
Corequisites: FD 1210 - Drawing Lab
Course Learning Outcomes:
- Practice fundamental drawing skills through project assignments.
- Apply structural drawing methods to compositions in the creation of two dimensional works.
- Develop drawing specific vocabulary in relationship to the elements and principles of design.
- Engage in ideation by means of thumbnail sketches, composition layouts, and research.
- Employ one-point and two-point perspective in the creation of observed and imagined drawings.
Course Materials: ON CAMPUS:
Required Materials:
- Sketchbook 8 x 10 or larger
- 18” x 24” newsprint pad
- 18” x 24” drawing paper pad, 70 lbs. paper weight
- Specialty Paper* See instructor
- White vinyl eraser
- Kneaded eraser
- Gum eraser
- 1 Retractable eraser
- fine tip Xacto Blade, #11
- Xacto #11 blade replacements, 15 pack minimum
- Emory board
- 24” metal ruler with cork backing
- Painters tape or artist tape,
- 1” - 1.5” thick Pencil sharpener
- Blending stumps in different sizes
- Chamois or an old soft t-shirt
- Drawing board 20” x 26” with bull clips
- Workable fixative
- Portfolio case to carry 18” x 24” drawings
- 2H Graphite Pencil
- HB Graphite Pencil
- 4B Graphite Pencil
- 6B Graphite Pencil
- 8B Graphite Pencil
- Vine Charcoal pack, soft
- Vine Charcoal pack, medium
- Vine Charcoal pack, hard
- Compressed Charcoal stick
- Charcoal Pencil, dark
- Charcoal Pencil, medium
- Charcoal Pencil, light
- Conte’ stick pack of 2, white
- Conte’ stick pack of 2, sanguine
- Conte’ stick pack of 2, black
- Conte’ stick pack of 2, medium grey
** Plan for approximatly $150 for supplies.
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing.
ONLINE:
Required Materials:
- Drawing Board, 20” x 26” with bull clips and rubber
- White artist’s tape
- Paper 18” x 24” good quality drawing paper pad (80lb) medium texture surface
- 9” x 12” Sketch Pad for thumbnails and preliminary work
- Graphite Pencils, 2H, HB, 2B, 4B, and 6B
- Vine charcoal, 1 pack soft, 1 pack medium
- Charcoal pencils, 2B and 6B
- Compressed charcoal sticks: medium and soft
- Pens, at least three of the following: Black ball point Prismacolor black marker, double tip Sharpie Micron or Faber Castell or other art permanent artist felt tip marker
- Pen and nib and ink
- Manual pencil Sharpeners
- Xacto knife
- Cutting matt
- Sandpaper block or emery board
- Vinyl Rubber
- Kneaded eraser
- Chamois, about 6” x 6” or soft old t-shirt scrap
- Tortillons Blending stumps
- Q-tips
- Tissues
- Two clip-on lamps with soft white 60 or 75 watt bulbs
- 18” or larger ruler
- 9” triangle
Optional Materials (not required):
- Art storage container, large enough to fit your largest size paper flat
- 18” x 24” newsprint pad (more economical than drawing paper for sketching and preliminary work)
- Mechanical (Electronic) pencil sharpener
- Retractable stick eraser
- Pencil extender for lengthening a stub of a pencil
- Workable spray fixative
- View finder
- Artist leaning bridge or mahl stick
- Cork-backed ruler
- T-square
- 2” x 16” Tracing paper pad for refining rough drawings
- 2” x 16” graphite transfer paper for transferring drawings
- Draftsman duster for dusting off eraser crumbs
- Scissors - multipurpose
** Plan for approximatly $150 for supplies. Credits: 3 |
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FD 1280 - Drawing II Credits: 3
This freshman-level course investigates the creative possibilities found in the act of drawing and thinking. Students draw from seen and invented subject matter to practice with conceptual ideas, experimental materials, and techniques. Drawing exercises emphasize composition, positive/negative space, figure-ground relationship, and multiple points of view. Upon successful completion of this course, students demonstrate improved ability to implement solutions to visual problems.
Prerequisites: FD 1275 - Drawing I
Notes: (Formerly FD 1375)
Course Learning Outcomes:
- Apply techniques that demonstrate the basic elements and principles of art + design.
- Understand the relationship between design elements to develop the mood or interpretation of art works.
- Solve conceptual problems related to two-dimensional art and design.
- Recognize and describe color interactions, color schemes, and the emotional and psychological effects of color.
- Effectively apply the elements and principles of design to two-dimensional design solutions.
Course Materials: Required Materials:
- Sketchbook 8 x 10 or larger
- Drawing pad wet media paper, not newsprint
- 18” x 24” drawing pad, 70 lbs. paper weight (no newsprint)
- Specialty Paper * See instructor
- White vinyl eraser
- Kneaded eraser
- Gum eraser
- 1 Retractable eraser,
- fine tip Xacto Blade, #11
- Xacto #11 blade replacements, 15 pack minimum
- Emory board
- 24” metal ruler with cork backing
- Painters tape or artist tape,
- 1” - 1.5” thick Pencil sharpener
- Blending stumps in different sizes
- Chamois or an old soft t-shirt
- Drawing board 20” x 26” with bull clips
- Workable fixative
- Collage glue or acrylic gell medium, 8 oz.
- Portfolio case to carry 18” x 24” drawings
- 2H Graphite Pencil
- HB Graphite Pencil
- 4B Graphite Pencil
- 6B Graphite Pencil
- 8B Graphite Pencil
- Vine Charcoal pack, soft
- Vine Charcoal pack, medium
- Vine Charcoal pack, hard
- Compressed Charcoal stick
- Charcoal Pencil, dark
- Charcoal Pencil, medium
- Charcoal Pencil, light
- NuPastel set of 24
- Watercolor set of 12
- Oil pastel set of 12
** Plan for approximatly $150 for supplies.
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing.
Credits: 3 |
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FD 1370 - Life Drawing I Credits: 3
This freshman-level course introduces students to drawing the human figure. Emphasis on proportions, skeletal structure, foreshortening, value and color lead to comprehension of the human form. This will be developed through gesture sketches and extended poses. Upon successful completion of this course students observational drawing skills of the human figure will improve.
Prerequisites: FD 1275 - Drawing I
Course Learning Outcomes:
- Demonstrate skills to effectively draw the human figure at an introductory level.
- Apply drawing skills with an emphasis on proportions, skeletal structure, foreshortening, value and color.
- Understand structure through skeletal anatomy and figure studies.
Required Textbooks: Classic Human Anatomy: The Artist’s Guide to Form, Function, + Movement - ISBN: 9780823024155 Course Materials: ON CAMPUS:
Required Materials:
- •Sketchbook 8 x 10
- 18” x 24” newsprint pad
- 18” x 24” drawing paper pad, 70 lbs. paper weight
- White vinyl eraser
- Kneaded eraser
- Gum eraser
- Retractable eraser
- Xacto Blade, #11
- Xacto #11 blade replacements 15 pack minimum
- Emory board
- 24” metal ruler with cork backing
- Painters tape or artist tape, 1” - 1.5” thick
- Pencil sharpener
- Blending stumps in different sizes
- Chamois or an old soft t-shirt
- Drawing board 20” x 26” with bull clips
- Workable fixative
- Portfolio case to carry 18” x 24” drawings
- 2H Graphite Pencil
- HB Graphite Pencil
- 4B Graphite Pencil
- 6B Graphite Pencil
- 8B Graphite Pencil
- Vine Charcoal pack, soft
- Vine Charcoal pack, medium
- Vine Charcoal pack, hard
- Compressed Charcoal stick
- Charcoal Pencil, dark
- Charcoal Pencil, medium
- Charcoal Pencil, light
- Prismacolor NuPastel set of 24
- Conte’ stick pack of 2, white
- Conte’ stick pack of 2, sanguine
- Conte’ stick pack of 2, black
- Conte’ stick pack of 2, medium grey
** Plan for approximatly $150 for supplies.
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing.
ONLINE:
Required Materials:
- Sketchbook 8 x 10
- 18” x 24” newsprint pad
- 18” x 24” drawing paper pad, 70 lbs. paper weight
- Canson Mi-Teintes paper sheet, 19” x 25”, black
- Canson Mi-Teintes paper sheet, 19” x 25”, cool color
- Canson Mi-Teintes paper sheet, 19” x 25”, warm color
- White vinyl eraser
- Kneaded eraser
- Gum eraser
- Retractable eraser
- Xacto Blade, #11
- Xacto #11 blade replacements 15 pack minimum
- Emory board
- 24” metal ruler with cork backing
- Painters tape or artist tape, 1” - 1.5” thick
- Pencil sharpener
- Blending stumps in different sizes
- Chamois or an old soft t-shirt
- Drawing board 20” x 26” with bull clips
- Workable fixative
- Portfolio case to carry 18” x 24” drawings
- Graphite Pencils, 2H, HB, 4B, 6B, 8B
- Sumi brush or painted brush, medium size
- India Ink
- Vine Charcoal pack, soft
- Vine Charcoal pack, medium
- Vine Charcoal pack, hard
- Compressed Charcoal stick
- Charcoal Pencil, dark
- Charcoal Pencil, medium
- Charcoal Pencil, light
- Prismacolor NuPastel set of 24
- Conte’ stick pack of 2, white
- Conte’ stick pack of 2, sanguine
- Conte’ stick pack of 2, black
- Conte’ stick pack of 2, medium grey
** Plan for approximatly $150 for supplies. Credits: 3 |
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FD 1380 - Life Drawing II Credits: 3
This freshman-level course is a continuation of Life Drawing I with the inclusion of more concept oriented issues in drawing the human figure. Students will experiment with matters of expression and further their skills in analyzing forms of the nude body. Emphasis on proportions, muscular structure, foreshortening, value and color, lead to comprehension of the human form. Upon successful completion of the course students will have extensive practice in individualizing compositional strategies with the human figure.
Prerequisites: FD 1370 - Life Drawing I
Course Learning Outcomes:
- Demonstrate life drawing skills through continued practice drawing from gesture and sustained poses.
- Apply drawing skills with an emphasis on proportions, muscle structure, foreshortening, value and color.
- Apply conceptual studies that encourage individualized approaches to drawing the human form.
Required Textbooks: Classic Human Anatomy: The Artist’s Guide to Form, Function, + Movement - ISBN: 9780823024155 Course Materials: ON CAMPUS:
Required Materials:
- Sketchbook 8 x 10
- 18” x 24” newsprint pad
- 18” x 24” drawing paper pad, 70 lbs. paper weight
- White vinyl eraser
- Kneaded eraser
- Gum eraser
- Retractable eraser
- Xacto Blade, #11
- Xacto #11 blade replacements 15 pack minimum
- Emory board
- 24” metal ruler with cork backing
- Painters tape or artist tape, 1” - 1.5” thick
- Pencil sharpener
- Blending stumps in different sizes
- Chamois or an old soft t-shirt
- Drawing board 20” x 26” with bull clips
- Workable fixative
- Portfolio case to carry 18” x 24” drawings
- 2H Graphite Pencil
- HB Graphite Pencil
- 4B Graphite Pencil
- 6B Graphite Pencil
- 8B Graphite Pencil
- Vine Charcoal pack, soft
- Vine Charcoal pack, medium
- Vine Charcoal pack, hard
- Compressed Charcoal stick
- Charcoal Pencil, dark
- Charcoal Pencil, medium
- Charcoal Pencil, light
- Prismacolor NuPastel set of 24
- Conte’ stick pack of 2, white
- Conte’ stick pack of 2, sanguine
- Conte’ stick pack of 2, black
- Conte’ stick pack of 2, medium grey
** Plan for approximatly $150 for supplies.
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing.
ONLINE:
Required Materials:
- Sketchbook 8 x 10
- 18” x 24” newsprint pad
- 18” x 24” drawing paper pad, 70 lbs. paper weight
- Canson Mi-Teintes paper sheet, 19” x 25”, black
- Canson Mi-Teintes paper sheet, 19” x 25”, cool color
- Canson Mi-Teintes paper sheet, 19” x 25”, warm color
- White vinyl eraser
- Kneaded eraser
- Gum eraser
- Retractable eraser
- Xacto Blade, #11
- Xacto #11 blade replacements 15 pack minimum
- Emory board
- 24” metal ruler with cork backing
- Painters tape or artist tape, 1” - 1.5” thick
- Pencil sharpener
- Blending stumps in different sizes
- Chamois or an old soft t-shirt
- Drawing board 20” x 26” with bull clips
- Workable fixative
- Portfolio case to carry 18” x 24” drawings
- Graphite Pencils, 2H, HB, 4B, 6B, 8B
- Vine Charcoal pack, soft
- Vine Charcoal pack, medium
- Vine Charcoal pack, hard
- Compressed Charcoal stick
- Charcoal Pencil, dark
- Charcoal Pencil, medium
- Charcoal Pencil, light
- Prismacolor NuPastel set of 24
- Conte’ stick pack of 2, white
- Conte’ stick pack of 2, sanguine
- Conte’ stick pack of 2, black
- Conte’ stick pack of 2, medium grey
** Plan for approximatly $150 for supplies. Credits: 3 |
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FD 1600 - Studio Seminar: Methods of Inquiry Credits: 3
This required entry-level seminar combines ideation methodologies and studio practice as a holistic introduction to the visual arts. This early interdisciplinary experience lays the foundation for active and critical reflection and engagement. The course focuses on critical thinking, problem solving, and visual strategies utilized in studio practices. These methods and processes are supported by lectures, class discussions, research, and writing. Additionally, the course is complemented by hands-on studio projects that draw on creative and critical skills and critiques, which are executed both individually and collaboratively. Lectures and discussions will be the springboard for creative manifestations. Essential to core studio work, students will have an enhanced understanding of conceptual thinking, problem solving and culture as it relates to the visual arts.
Prerequisites: none
Course Learning Outcomes:
- Apply ideation strategies and methodologies within studio work.
- Apply, interpret, reflect and discuss ideation approaches within art and design at an introductory level.
- Solve visual problems related to studio practice.
- Connect culture, art and design as key aspects of visual works.
- Identify the multiple methods tied to the creative process.
Course Materials: Many of the supplies are dependent on the media you choose to use. Below is a list of general supplies that will help you throughout the course.
- Camera, this can be a cell phone or digital camera. Do not buy one. Use what you have on hand.
- 8 ” x 10” sketchbook or larger. You can also use 8.5” x 11” computer paper that is collected in a folder
- Pencil, pen and/or marker
- Glue Sticks and Glue Gun
- 4 identical objects of your choosing. Select something that is at least 6 inches in two directions.
- 1 roll of inexpensive white craft paper.
- Masking tape
- Scissors
We recommend planning for $100 for materials.
**Materials may vary depending on th instructor, make sure to check with your professor before purchasing. Credits: 3 |
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FD 2130 - 3D Design: Space + Materiality Credits: 3
This sophomore-level course explores theories and practices of three-dimensional design. Students use a variety of materials, processes, and techniques to explore fundamental issues such as volume, form, space, tension, color, and structure.
Prerequisites: FD 1020 - 2D Design: Elements + Principles
Course Learning Outcomes:
- Identify major concepts and issues fundamental to 3-D design through exercises, projects and readings specific to the course.
- Demonstrate the following processes – addition, subtraction, substitution, assemblage and fabrication as they relate to 3D design practices through class projects.
- Analyze the multiple ways three-dimensional forms function within a visual language by discussing the vocabulary and terms related to 3D forms through verbal and written assignments.
Course Materials: ON CAMPUS:
Required Materials:
- 8.5 x 11 sketchbook or larger
- White vinyl eraser
- Xacto Blade, #11
- Xacto #11 blade replacements, 15 pack minimum
- 24” metal ruler with cork backing
- Duct Tape
- 3 pounds, Alginate (mold making material, we will discuss this in class)
- Other materials may be need based on student project decisions.
** Plan for $150 for additional miscellaneous materials.
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing.
ONLINE:
Required Materials:
- Wood Glue or Super Glue
- Balsa Wood (selection based on designs)
- Hot glue gun
- Hot glue sticks
- Bailing Wire or Jewelry Wire or Copper Wire (1 roll)
- Duct tape
- Needle nose pliers with wire cutters
- Acrylic paint set paint
- Brushes
- Elmers glue
- 220 grit sandpaper
- Exacto knife #11 with blade replacements
- Steak knife
- 2-4 foam blocks of oral foam
- Sculpey, 2 Pounds
- Foil
- Other materials needed based on individual concepts
** Plan for $150 for materials. Credits: 3 |
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FD 2210 - 4D Design: Stills to Motion Credits: 3
This sophomore-level studio course introduces students to key concepts and practices of time-based works. Through a variety of projects, students explore the elements of the moving image through serial, sequential, and narrative ordering. Additionally, students will examine the relationships between sound and image, historic contexts, and approaches and advancements within the field of time-based works. Upon successful completion of the course, students will have a greater understanding of the visual language of time-based works.
Prerequisites: FD 1020 - 2D Design: Elements + Principles , FD 1600 - Studio Seminar: Methods of Inquiry
Course Learning Outcomes:
- Understand and apply tools, concepts, and methods relating to time-based media by manipulating, assembling and integrating processes to create original works at an introductory level.
- Understand and apply strategies of movement, design elements, and time-based concepts within finished projects.
- Apply an introductory understanding of narrative communication in sequential and moving images.
- Analyze historic time-based media works and texts that inform creative problem solving, critical thinking, and connections to culture through research and project application.
Required Textbooks: Mueller, Ellen. Elements and Principles of 4D Art and Design, 1st Edition - ISBN: 9780190225148 Course Materials: Required Materials:
- 8.5 x 11 sketchbook or larger
- Video capture device: smartphone, digital camera, capable of video capture, or dedicated video camera
- External USB storage: 1 TB minimum recommended
- Laptop with Adobe Photoshop, Adobe Premiere, and Adobe AfterEffects, RMCAD will provide software
** Plan for $100 for additional miscellaneous materials.
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing. Credits: 3 |
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FD 2300 - Foundations Sophomore Portfolio Review Credits: 0
Students who have completed 45-60 credit hours are required to participate in a sophomore portfolio review. Students will present original art and design work from Foundations courses where faculty evaluate mastery of foundational skills, and identify strengths and areas of improvement. Art and design work will illustrate competency in visual elements and principles of design, drawing, color theory, and three-dimensional fundamentals. Upon successful completion of the Sophomore Portfolio Review, students transition into their major course of study. Students who fail either Sophomore Portfolio Review or the Major-Specific Portfolio Review must schedule and retake the portfolio review the next term it is offered.
Prerequisites: Completion of 45+ credit hours.
Notes: This course is Pass/Fail.
Credits: 0 |
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FD 2510 - Special Topics Credits: 3
This elective course is open to all levels of students and examines specific topics not otherwise covered in the campus curriculum. Specific topics and faculty will be announced prior to registration. Students will develop projects that encompass the topic at hand.
Prerequisites: none
Credits: 3 |
Fashion Design |
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FS 1000 - Fashion Industry Survey Credits: 3
This lecture course provides an introduction and overview of the operations of the fashion industry from concept to consumption. Students explore topics such as the vocabulary of fashion, the process of product development, marketing, and business practices. Upon successful completion of this course, students will demonstrate an understanding of foundational aspects of the fashion industry.
Prerequisites: none
Notes: (Formerly FS 1210 Fashion Industry Survey)
Course Learning Outcomes:
- Recognize the vocabulary of the fashion industry.
- Comprehend the timeline involved in product development from design concept to reach retail sales.
- Explain the constant cycle of change inherent in the fashion industry and its effect on marketing principles.
- Complete market research and target market summary.
Required Textbooks: The Ultimate Fashion Design Study Guide - ISBN: 9780979445316
Credits: 3 |
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FS 1110 - Fashion Design I Credits: 3
In this freshman-level course, students will develop the essential practice of conveying a design concept in a manner that can be interpreted for reproduction, which includes researching design practices, sketching, drawing, and silhouette development. An introduction to textiles, basic texture rendering and product specification will also be addressed. Upon successful completion of this course, students will present their fashion design concepts on a comprehensive illustration board, demonstrating their understanding of the defining production implications.
Prerequisites: FD 1275 - Drawing I and FS 1000 - Fashion Industry Survey
Course Learning Outcomes:
- Recognize the fundamental creative process of fashion design for conveying a design concept for reproduction.
- Apply basic design principles, techniques of conceptual development, primary research and render original fashion designs.
- Identify textile basic qualities and proper uses.
- Demonstrate a capacities for investigation and critical thinking by presenting original fashion design concepts.
- Apply basic garment understanding by completing rudimentary technical sketches and product specifications.
Required Textbooks: The Ultimate Fashion Design Study Guide - ISBN: 9780979445316
Fashion Illustration: Inspiration and Technique - ISBN: 9780715336182 Course Materials:
- Sketchbook (9” x 12”)
- Bristol Paper (11” x 14”)
- Graph Paper (9” x 12”)
- Sharpie Fine Point/Micron Black Pens
- Sharpie Med Point/Micron Black Pens
- Mechanical Pencils
- Ruler
- Watercolor Pencils
- Watercolors
- Watercolor Brush (medium size)
- Markers (Copic brand as a suggestion for rendering skin-tone)
- Tracing paper (9x12)
- Small Sketchbook - 6” x 6” or comparable
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing. Credits: 3 |
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FS 1310 - Construction I: Industry Sewing Basics Credits: 3
This freshman-level course introduces students to basic garment construction techniques used in the apparel industry. Students will learn proper machine maintenance, threading, and care. Various machine and hand sewing techniques and seam types will be discussed and applied. Students will work with woven and knitted fabrics in order to understand the requirements of each fabric type. Industrial sewing machines will be used to construct a complete garment, and assembly instructions will be documented.
Prerequisites: none
Course Learning Outcomes: Demonstrate knowledge of proper industrial sewing machine maintenance, threading, care, and use.
Demonstrate basic garment design concepts and construction techniques including both machine and hand sewing standard stitches and seams.
Complete assembly instructions for garment prototype.
Identify fabrication choices and fabric type requirements.
Construct a garment prototype using appropriate construction details and industry standards.
Required Textbooks: Sewing for the Apparel Industry - ISBN: 9780131884434
Patternmaking for Fashion Design, 5th Edition - ISBN: 9780135018767
Draping for Fashion Design, 5th Edition - ISBN: 9780132447270
Credits: 3 |
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FS 1350 - Construction II: Draping + Drafting Credits: 3
This freshman-level course introduces the process of creating garments through draping. Students will learn to drape garments in order to create patterns through drafting and trueing. Upon successful completion of this course, students will have basic sloper/blocks for the purpose of creating patterns for their original fashion design concepts.
Prerequisites: FS 1310 - Construction I: Industry Sewing Basics
Course Learning Outcomes:
- Demonstrate basic design elements and fabric draping techniques resulting in a basic sloper set for flat pattern original designs.
- Transfer draped garments to flat patterns with the sloper pattern-drafting process.
- Complete assembly instructions and specifications for garment construction.
- Discuss fabrication choices and fabric type requirements.
Required Textbooks: Sewing for the Apparel Industry - ISBN: 9780131884434
Patternmaking for Fashion Design, 5th Edition - ISBN: 9780135018767
Draping for Fashion Design, 5th Edition - ISBN: 9780132447270
Credits: 3 |
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FS 2130 - Apparel Credits: 3
This course explores distinctions between three genres of apparel design: to Womenswear, Menswear, and Childrenswear, along with a variety of subcategories for advanced study in second level courses. Students will study the history of apparel design evolution in a cultural context from modernity to contemporary fashion to assist the student in determining their design predilection. Upon successful completion of this course, students will have identified a propensity for a specific category of apparel design to direct their future studies in the fashion design program.
Prerequisites: completion of 30+ credit hours
Course Learning Outcomes:
- Recognize distinctions between Womenswear, Menswear, and Childrenswear, with subcategories.
- Discuss clothing subcategories in regards to form and function.
- Examine a preferred genre of apparel and its specific fit and fashion.
Credits: 3 |
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FS 2150 - Accessories Credits: 3
This course focuses on three distinct categories of fashion accessory: footwear, handbags, and headgear/millinery. Students will examine the design and technical aspects of creating fashion accessories for complementing apparel. Form and function will be studied from a historical perspective and from contemporary design practice. Materials beyond the textiles of apparel will be investigated for accessory fabrication and construction to include leather, plastics, felts, and novelties. Upon successful completion of this course, students will have a broad understanding of a wide range of fashion accessories that require specific design knowledge to direct their future studies in the fashion design program.
Prerequisites: completion of 30+ credit hours
Course Learning Outcomes:
- Recognize three distinct categories of fashion accessory: footwear, handbags, and headgear/millinery.
- Explain the historical and contemporary design perspectives associated with fashion accessory development.
- Examine and evaluate the design and technical aspects of creating fashion accessories for complementing apparel.
- Experiment with materials used in accessory fabrication and construction for footwear, handbags, and headgear/millinery.
- Demonstrate a broad understanding of the design knowledge and technical skills associated with fashion accessory development.
Required Textbooks: Accessory Design By Aneta Genova ISBN - 978-1-5636-7926-1
Credits: 3 |
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FS 2180 - Sustainable Fashion Credits: 3
This course focuses on the philosophy of sustainable design by teaching design approaches and methods that comply with the principles of social, economic, and ecological sustainability in design of textiles and product. Upon successful completion of this course students will have develop an understanding of how to minimize negative environmental impact and encourage social consciousness and responsibility.
Prerequisites: completion of 30+ credit hours
Course Learning Outcomes:
- Examine the challenges of sustainable apparel design and environmentally responsible apparel production practices.
- Discuss the environmental impact of material production and resource selection.
- Research and explain social change strategies for designing ‘green’ including sustainable textile development.
- Demonstrate social consciousness and responsibility in their apparel design and development practices.
Required Textbooks: A Practical Guide to Sustainable Fashion - ISBN: 9782940496143
Credits: 3 |
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FS 2310 - Construction III: Flat Pattern Techniques Credits: 3
This sophomore-level course teaches students the process of flat pattern techniques. Students will learn to manipulate basic slopers to create complete garments, as well as drafting flat patterns from measurements. Upon successful completion of this course, students will advance their skill to create patterns for their original designs, including the documentation and specifications needed for sample makers to construct the garment.
Prerequisites: FS 1350 - Construction II: Draping + Drafting
Course Learning Outcomes:
- Apply flat pattern technique to create garment accuracy and fit.
- Demonstrate construction skills and basic pattern manipulation to draft accurate flat patterns from measurements.
- Create patterns for an original design, including the documentation and specifications needed for sample makers to construct the garment.
Required Textbooks: Sewing for the Apparel Industry - ISBN: 9780131884434
Patternmaking for Fashion Design, 5th Edition - ISBN: 9780135018767
Draping for Fashion Design - ISBN: 9780132447270
Credits: 3 |
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Credits: 3 |
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Credits: 3 |
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FS 3000 - Fashion Design Junior Portfolio Review Credits: 0
Students who have completed 60 – 90 credit hours present a cumulative portfolio of work from Fashion courses in a portfolio review to ensure they are progressing adequately in the Fashion program. This review is designed to identify students’ strengths and weaknesses so that they may address both in their upcoming major coursework.
Prerequisites: completion of 60+ credit hours and must complete this course before completing 90 credits, FD 2300 - Foundations Sophomore Portfolio Review .
Notes: This course is Pass/Fail.
Course Learning Outcomes: Prepare and present a portfolio demonstrating mastery of cumulative fashion design skills.
Credits: 0 |
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Credits: 3 |
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FS 3170 - Couture Construction Credits: 3
This advanced-level course introduces special tailoring techniques and garment construction associated with couture’s drape and design. Students will examine high fashion construction and practice various duplicating methods to develop a sophisticated sample library of design structure and creation. Upon successful completion of this course, students will understand the complexity of couture design construction and the special handling of couture production.
Prerequisites: FS 2310 - Construction III: Flat Pattern Techniques
Notes: (Formerly FS 2170 Couture Construction)
Course Learning Outcomes:
- Discuss special tailoring techniques and garment construction associated with couture’s drape and design.
- Demonstrate high fashion construction techniques and duplicating methods.
- Develop a sophisticated sample library of design structure and creation.
- Examine the complexity of couture’ design construction.
Required Textbooks: A Guide to Fashion Sewing, 6th Edition - ISBN: 9781501395284
Patternmaking for Fashion Design, 5th Edition - ISBN: 9780135018767
Draping for Fashion Design - ISBN: 9780132447270
Couture Sewing Techniques, Claire Shaeffer, Taunton Press ISBN-13: 978-1600853357
Credits: 3 |
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Credits: 3 |
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Credits: 3 |
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FS 3470 - CAD Production Patternmaking Credits: 3
This advanced-level course expands the knowledge of CAD design technologies used in manufacturing production to include the development of production patterns, pattern grading, zero waste markers, laser cutting, and inventory control. Students will experience the full capacity of pattern design software systems to understand the process of a product’s mass production cycle along with the skills to make decisions of cost efficiency. Upon successful completion of this course, students will have the knowledge to develop and supervise the engineering of mass pattern parts prepared for construction in production manufacturing.
Prerequisites: FS 2410 - Design Technologies and FS 1350 - Construction II: Draping + Drafting
Course Learning Outcomes:
- Discuss CAD design technologies with a focus on creative potential and industry-standard techniques.
- Develop production patterns, pattern grading, efficient markers, and inventory control.
- Calculate actual and estimated costs of garment construction and identify opportunities for cost efficiency.
- Develop skills in mass pattern engineering for construction in production manufacturing.
Credits: 3 |
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Credits: 3 |
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FS 3601 - Fashion Design Internship Part I Credits: 1.5
The Fashion Internship program enables students to work with established professionals, specifically related to their academic and career interests. Under the direction of the Department Chair, Department Internship Coordinator, and the Office of Career + Alumni Services, students are carefully evaluated to facilitate the best possible student/sponsor connection, and a planned program of activities is then coordinated with the professional internship sponsor. Upon successful completion of the internship program, students will have real-world work experience, preparing them for a career in the fashion industry.
Prerequisites: Approval of Department Chair or Department Internship Coordinator
Notes: This course is Pass/Fail.
Course Learning Outcomes: Discuss and document real-world work experience for a career in the fashion industry.
Credits: 1.5 |
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FS 3602 - Fashion Design Internship Part II Credits: 1.5
The Fashion Internship program enables students to work with established professionals, specifically related to their academic and career interests. Under the direction of the Department Chair, Department Internship Coordinator, and the Office of Career + Alumni Services, students are carefully evaluated to facilitate the best possible student/sponsor connection, and a planned program of activities is then coordinated with the professional internship sponsor. Upon successful completion of the internship program, students will have real-world work experience, preparing them for a career in the fashion industry.
Prerequisites: Approval of Department Chair or Department Internship Coordinator
Notes: This course is Pass/Fail.
Course Learning Outcomes: Discuss and document real-world work experience for a career in the fashion industry.
Credits: 1.5 |
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FS 4000 - Senior Portfolio + Fashion Show Credits: 0
This portfolio review begins the student’s preparation for the graduation fashion show and for transition from the academic environment to the professional world. The student’s portfolio is critiqued by department faculty and post graduation plans are discussed.
Prerequisites: FS 3170 - Couture Construction
Notes: This course is Pass/Fail.
Course Learning Outcomes:
- Complete a self assessment and synthesize what has been learned in the fashion design program.
- Produce a portfolio representing academic and professional achievements.
- Produce a graduation fashion collection that is suitable for runway presentation.
Credits: 0 |
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FS 4210 - Fashion Professional Practices Credits: 3
This advanced-level course prepares the Fashion major with essential knowledge and practical strategies necessary to market product design from the original concept through merchandising, financing, sourcing, contracting, quality control, and sales to include exposure to global international trade and e-commerce. Upon successful completion of this course, students will have fundamental knowledge of how a fashion industry business functions and how to oversee productivity to include the venture of entrepreneurship.
Prerequisites: completion of 90+ credit hours
Course Learning Outcomes:
- Identify approaches to take an idea to market.
- Prepare detailed product development plans to support financial planning.
- Prepare financial documents to support fashion business planning.
- Explore marketing and sales with consideration of international trade and e-commerce.
- Demonstrate fundamental knowledge of how a fashion industry business functions and how to oversee productivity in a venture of entrepreneurship.
Required Textbooks: Fashion for Profit: A Professional’s Complete Guide to Designing, Manufacturing, & Marketing a Successful Line
ISBN: 978-0972776301
Credits: 3 |
Game Art |
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GA 2220 - Game Creation Fundamentals Credits: 3
This sophomore-level, studio-based course is an introduction to game design and development. Students will learn the fundamentals of how a game engine works, how to differentiate between various genres (such as FPS, Action, Side Scroller etc), modify and import custom assets, and use basic scripting to influence game play. Upon successful completion of this course, students will have demonstrated familiarity and proficiency with an engine through the creation of test assets and simple level prototypes.
Prerequisites: AN3D 1210 - 3D Computer Fundamentals
Notes: (Formerly GA 1120 and GA 2010)
Course Learning Outcomes:
- Locate and recognize essential software interface tools for modeling, lighting, cinematics, programming and HUD management.
- Plan and implement small, functional levels utilizing a combination of static meshes and brushes.
- Experiment with triggered events for gameplay.
- Apply materials to static and brush surfaces.
- Sculpt exterior environments using terrain editing tools.
Credits: 3 |
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GA 2710 - Strategy + Psychology in Games Credits: 3
This sophomore-level course studies why we play video games; what makes game play engaging or educational; as well as topics such as immersion, social components, and addiction in video games. The class explores the use of games for art, story, and the place of story in our culture, as well as discussing games of the past and future directions for games. Through discussions, video, and writing essays, the student investigates the relationship between games, psychology, and human culture and its expression in games and interactive media. At the conclusion of the course, students gain an understanding of the psychological, ethical, and social aspects of games through storyboarding, essays, and discussions.
Prerequisites: Completion of 60+ credit hours
Course Learning Outcomes:
- Identify fundamental game design principles.
- Interpret the relationship between psychology, game design, and societal impact.
- Analyze existing game titles for psychological impact and meaning.
- Discuss the impact of narrative design on the immersive experience.
Required Textbooks: ONLINE: The Art of Game Design: A Book of Lenses, 2nd Edition - ISBN: 9781466598645
Credits: 3 |
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Credits: 0 |
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GA 3120 - 3D Modeling Credits: 3
In this junior-level studio class, students will apply a variety of modeling strategies to solve technique-specific tasks, such as modular environment modeling, LOD creation, and hero mesh development. Additional methods of optimizing UVs based on project constraints will also be explored. Upon successful completion of this course, students will have created an engine-ready environment that is prepared for sculpting and refinement.
Prerequisites: AN3D 1210 - 3D Computer Fundamentals or AN2D 3620 - 2D + Z
Course Learning Outcomes:
- Model hard-surface, modular assets for use in the creation of detailed environments.
- Model a clean, base character mesh to be detailed in digital sculpting software.
- Compare techniques for UV unwrapping modular and non-modular assets.
Credits: 3 |
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GA 3220 - Game Shader Development Credits: 3
In this junior-level course students will using 2D and 3D painting, as well as photo-editing techniques to expand their personal texture library and build complex shader systems utilizing a game engine. This studio-based course will explore advanced shader systems including those for animated, intelligent, reactive, and scripted materials. Upon successful completion of this course, students will have produced a fully textured environment utilizing a variety of animated and/or intelligent shader systems.
Prerequisites: AN3D 2320 - 3D Computer Lighting + Materials and GA 2220 - Game Creation Fundamentals
Notes: (Formerly GA 3220)
Course Learning Outcomes:
- Create custom material networks utilizing native software tools.
- Observe real world objects and translate their surface properties into shader attributes.
- Practice hand-painting textures, deriving them from photographs or procedurally generating them.
- Produce clean, functional light maps.
Credits: 3 |
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GA 3330 - Character + Level Design Credits: 3
This junior-level, studio-based course focuses on exploring techniques that lead to quality design for games. Upon successful completion of the course, students will have created a functional Design Document comprised of concept art covering subjects such as characters, vehicles, props, creatures, level maps, GUI overlays, and environments.
Prerequisites: AN 2270 - Digital Painting for Film + Games or IL 3850 - Digital Illustration I
Course Learning Outcomes:
- Experiment with designs for characters, props, environments, vehicles and creatures.
- Develop a written story world as the foundation of a design document.
- Refine concepts by way of thumbnails, design variants, color studies and expression sheets.
- Assemble designs into a comprehensive design document.
Credits: 3 |
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GA 3601 - Game Art Internship Part I Credits: 1.5
The Game Art Elective Internship program enables students to work with established art and design professionals specifically related to their academic and career interests. Under the direction of the Department Chair, Department Internship Coordinator, and the Office of Career + Alumni Services, students are carefully evaluated to facilitate the best possible student/sponsor connection and a planned program of activities is then coordinated with the professional internship sponsor. Upon successful completion of the internship program, students will have real-world work experience, preparing them for a career in art and design.
Prerequisites: Approval of Department Chair or Department Internship Coordinator
Notes: This course is Pass/Fail.
Course Learning Outcomes:
- Develop a learning experience that provides application of coursework concepts in a real world context.
- Practice applying relevant skills in your chosen field.
- Discuss your internship experience with an instructor.
Credits: 1.5 |
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GA 3602 - Game Art Internship Part II Credits: 1.5
The Game Art Elective Internship program enables students to work with established art and design professionals specifically related to their academic and career interests. Under the direction of the Department Chair, Department Internship Coordinator, and the Office of Career + Alumni Services, students are carefully evaluated to facilitate the best possible student/sponsor connection and a planned program of activities is then coordinated with the professional internship sponsor. Upon successful completion of the internship program, students will have real-world work experience, preparing them for a career in art and design.
Prerequisites: Approval of Department Chair or Department Internship Coordinator
Notes: This course is Pass/Fail.
Course Learning Outcomes:
- Develop a learning experience that provides application of coursework concepts in a real world context.
- Practice applying relevant skills in your chosen field.
- Discuss your internship experience with an instructor.
Credits: 1.5 |
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GA 3860 - Digital Sculpting Credits: 3
In this junior-level class, students gain skills to create 3D assets using digital sculpting software. This class focuses on sculpting both inside and outside the constraints of subdivided geometry. The final assignment emphasizes creating clean topology and edge flow, enabling students to create high-quality assets that are ready for the next phase of production within a video game studio. Upon successful completion of this course, students will have gained competency with digital sculpting tools, as well as learned the process and importance of creating various texture maps for use in a game engine.
Prerequisites: none
Course Learning Outcomes:
- Model and refine production quality assets utilizing industry-standard tools and techniques.
- Utilize sculpting tools to add high-level detail to low-poly meshes.
- Bake normal and height maps from high-resolution sculpted meshes.
Credits: 3 |
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GA 4110 - Game Animation + Motion Capture Credits: 3
In this senior-level studio course, students will learn the techniques used in the production of animation for games. Students will film reference footage for character motion/performance and animate character loops, cut scenes and dialogue using a combination of key-frame animation and motion-capture data. Upon successful completion of the course, students will have developed a series of looping and transitional character animations as well as a dialog cut scene.
Prerequisites: AN3D 3230 - 3D Computer Animation Motion Studies
Notes: (Formerly GA 3110)
Course Learning Outcomes:
- Create key frame animation for a pre-rigged character.
- Attach clean-up and performance capture data onto a pre-rigged character.
- Import character animation into a game engine.
- Implement an original anim tree.
Credits: 3 |
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GA 4350 - Character Rigging Credits: 3
In this senior-level studio course, students will learn the fundamentals of building character rigs for animation. Topics include constructing joint chains, building control hierarchies, and techniques for facial manipulation. Naming conventions and hierarchical systems will be reinforced. Upon successful completion of this course, students will have created a fully functional rigged character suitable for animation.
Prerequisites: AN3D 3230 - 3D Computer Animation Motion Studies and; AN3D 3330 - 3D Character + Production Design or GA 3120 - 3D Modeling
Notes: (Formerly GA 3350)
Course Learning Outcomes:
- Prepare 3D models for rigging and animation.
- Create a rig with design specific controls as necessitated by motion.
- Compare and apply FK and IK rigging solutions.
- Integrate constructed rig and its related mesh via skinning tools.
- Recognize the importance of naming conventions in relation to rigging, and use them in the creation of custom controls.
Credits: 3 |
Graphic Design |
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GD 1000 - Typography Credits: 3
This freshman-level course is an in-depth examination of the elements and principles of typography via hand-assembled and digital studio projects. Reader and audience demographics are also thoroughly covered. Upon successful completion of this course, students demonstrate conceptual and technical proficiencies with letterform structures, legibility, readability, text manipulation, typographic space, and communication hierarchies as well as an introduction to page layout applications.
Prerequisites: FD 1020 - 2D Design: Elements + Principles
Course Learning Outcomes:
- Explain the anatomy and aesthetics of typography.
- Compose type using fundamental aesthetic principles and skills.
- Communicate visually using letters, words and paragraphs.
- Discuss the history, theory and ideas behind typography.
- Implement the fundamentals of page layout and basic grid systems.
- Illustrate the importance of hierarchy and emphasis within typography.
- Describe typographic personality, and its use in appealing to a defined target market.
- Compare relationships between typography and effective communication.
- Identify line and letter spacing, readability and legibility.
- Apply knowledge of classifications, type families, fonts and pairing type.
Required Textbooks: ON-CAMPUS: Typographic Design: Form + Communication (7th Edition) - ISBN: 9781119312567
ON-CAMPUS: The Complete Manual of Typography - ISBN: 9780321127303
ONLINE:Typographic Design: Form + Communication (7th Edition) - ISBN: 9781119312567 Course Materials:
- Laptop
- External Hard Drive (1 TB+)
- Tracing Paper Pad and/or Drafting Film
- Sketchbook
- Colored pencil or color fine tip marker
- 18” cork backed ruler
- Exacto Knife & Blades (or Utility Knife) #11 blades
- Small 45º or 60/30º Triangle
- Artist’s Tac
- Masking or artist’s tape
- Foam Core board
- Grafix Aritst-Tac or spray adhesive
**Materials may vary depending on the instructor, make sure to check with your professor before purchasing. Credits: 3 |
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Credits: 3 |
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Credits: 3 |
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GD 2220 - Raster Image Processing Credits: 3
This sophomore-level course introduces digital photo manipulation and imaging techniques for visual communication. Through demonstrations and exploration of concepts that make for effective communication, students learn tools and techniques available in Adobe Photoshop. Upon successful completion of this course, students demonstrate an understanding of photo manipulation software and its uses for the visual communicator.
Prerequisites: FD 1020 - 2D Design: Elements + Principles
Course Learning Outcomes:
- Use raster-based text, graphics and imagery to deliver an effective message.
- Understand the tools used in creating raster-based shapes, graphics and text.
Required Textbooks: ONLINE :Adobe Photoshop CC Classroom in a Book 2019 - ISBN: 9780135261781
Credits: 3 |
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Credits: 3 |
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Credits: 3 |
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GD 3000 - Graphic Design Junior Portfolio Review Credits: 0
Students who have completed more than 60 credit hours are required to participate in a mid-career portfolio review before reaching 90 credits. This review is designed to identify students’ strengths and weaknesses so that they may address both in their upcoming major coursework.
Prerequisites: Completion of 60+ credits or approval of department Chair
Notes: This course is Pass/Fail.
Course Learning Outcomes:
- Students solve communication problems through visual design.
- Students apply research, information gathering and analysis to generate alternative solutions.
- Students create prototypes, apply user testing and evaluate outcomes.
- Students describe and respond to the audiences and contexts, which communication solutions must address.
- Students recognize the physical, cognitive, cultural, and social human factors that shape human decisions.
- Students create visual form in response to communication problems.
- Students understand symbolic representation.
- Students apply principles of visual organization/composition and information hierarchy.
- Students apply typography properly in its various applications.
- Students use industry based tools in the creation, reproduction, and distribution of visual messages.
- Students examine their position within design history, theory, and criticism.
- Students show basic business practices, including the ability to organize and work productively as a member of a team.
Credits: 0 |
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GD 3010 - Photography for Graphic Designers Credits: 3
This course prepares students to utilize photography with the primary purpose of creating dynamic and compelling images of products and people for advertising. Students become adept at using technology including the digital SLR (standard settings, manual overrides, and experimentation); understand lighting (both interior studio settings and exterior outdoor settings); facilitate between lens options (macro, specialty filters and wide angle); and learn the importance of a dynamic portfolio stage setting through appropriate documentation. Modest digital post production will be explored including industry standard software.
Prerequisites: GD 2220 - Raster Image Processing
Course Learning Outcomes:
- Identify the essential grammar of photography.
- Compose meaningful images using framing, balance, negative space and the rule of thirds.
- Use manual settings, priority settings, ISO settings and white balance options on a DSLR Camera.
- Identify how aperture impacts both the light and depth of field.
- Identify how shutter speed freezes action or creates motion blur.
- Compose photographs using window light, shadow light, reflectors and strobe lights.
- Utilize industry based software as a means to edit photographic imagery for graphic design.
Credits: 3 |
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GD 3040 - Design Systems Credits: 3
This intensive course focuses on the principles and elements of brands and identity systems. Students work as individuals and in teams to engage in long-term projects that address the significance of brand design, applications, and identity management. Company mission, goals, and objectives are researched, investigated, and presented in detail. Content hierarchy, complex grid systems, typographic hierarchy, text/image integration, and color identification are explored in depth. Students also examine 20th century and contemporary branding systems. Upon successful completion of this course via long-term projects, students demonstrate the conceptual and technical ability to understand, establish, define, and create a complex design system.
Prerequisites: GD 2510 - Sign + Symbol
Course Learning Outcomes:
- Translate customer experience into recommended design deliverables.
- Interpret the stakeholder’s needs and objectives.
- Translate brand attributes into original design concepts.
- Research the stakeholder’s needs and objectives.
- Exploring the differences and similarities between identity and brand.
Required Textbooks: ON-CAMPUS: Designing Br+ Identity: An Essential Guide for the Whole Branding Team (5th) edition - ISBN: 9781118980828
Credits: 3 |
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Credits: 3 |
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Credits: 3 |
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GD 3120 - Visual Sequencing Credits: 3
The significance of design research, analysis, and demographics is addressed in this advanced course. Using concepts and principles from the previous courses, students research and explore more complex multi-page visual communication problems. Principles and elements include: conceptual development, grid systems, sequencing, typographic hierarchy, and text/image integration. Working in teams and as individuals, students are introduced to written, verbal, and visual presentation techniques in order to articulate why specific solutions have been employed to solve Graphic Design problems. Upon successful completion of this course, students demonstrate the ability to conceptualize, design, and execute more complex communication projects.
Prerequisites: GD 2100 - Layout Design , GD 2210 - Vector Illustration and GD 2220 - Raster Image Processing
Course Learning Outcomes:
- Understand sequential art and design and apply it to an effective narrative.
- Create a conceptually-driven, narrative-based think piece.
- Utilize grid systems, sequencing, typographic hierarchy, and text/image integration.
Required Textbooks: ON-CAMPUS: Making + Breaking the Grid: A Graphic Design Layout Workshop - ISBN: 9781592531257
ON-CAMPUS: The Cheese Monkeys - ISBN: 9780061452482
ON-CAMPUS: Understanding Comics - ISBN: 9780060976255
ONLINE: Understanding Comics - ISBN: 9780060976255
Credits: 3 |
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GD 3230 - Storytelling + Video I Credits: 3
In this junior-level course, students create several original compositions using video and editing in post-production. Students research filmmakers and their artistic craft applying this knowledge to their own creative projects. Students experiment with a variety of film making forms ranging from documentary to narrative and poetic to comedic. Upon successful completion of the course, students demonstrate a beginning level of digital video production skills.
Prerequisites: GD 2220 - Raster Image Processing
Course Learning Outcomes:
- Create original narrative based compositions primarily using video and post production.
- Organize an effective video narrative with an awareness of aesthetics.
- Navigate technological capabilities in video narratives.
- Understand and utilize resources as it relates to video creation.
Credits: 3 |
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GD 3240 - Motion Design Credits: 3
This junior-level course introduces students to time and motion-based graphic communication. Students will use tools and techniques to juxtapose imagery and audio, as well as apply a sequence of graphical elements using shape, color, composition, texture, and typography. Upon successful completion of this course students will demonstrate an understanding of time-based graphic communication.
Prerequisites: GD 2210 - Vector Illustration and GD 2220 - Raster Image Processing
Notes: (Formerly GD 4230 Motion Design)
Course Learning Outcomes:
- Understand the tools and features of industry standard software in relation to Motion Design.
- Create timebased works that utilize principles of animation and graphic design.
- Understand and create narrative content using the principles of storytelling.
- Analyze the graphic elements of motion design.
- Apply effects and motion to content within a timeline.
Credits: 3 |
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Credits: 3 |
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Credits: 3 |
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GD 3601 - Graphic Design Internship Part I Credits: 1.5
The GD Elective Internship program enables students to work with established art and design professionals specifically related to their academic and career interests. Under the direction of the department Chair, department Internship Coordinator, and the Office of Career + Alumni Services, students are carefully evaluated to facilitate the best possible student/sponsor connection, and a planned program of activities is then coordinated with the professional internship sponsor. Upon successful completion of the internship program, students will have real-world work experience, preparing them for a career in art and design.
Prerequisites: Approval of Department Chair or Department Internship Coordinator
Notes: This course is Pass/Fail.
Course Learning Outcomes:
- Compare and differentiate between desirable and non-desirable clients.
- Show basic business practices, including the ability to organize and work productively as a member of a team.
- Describe the experience and how it advances an understanding of coursework concepts.
- Illustrate an ability to enter a career in the design field.
Credits: 1.5 |
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GD 3602 - Graphic Design Internship Part II Credits: 1.5
The GD Elective Internship program enables students to work with established art and design professionals specifically related to their academic and career interests. Under the direction of the department Chair, department Internship Coordinator, and the Office of Career + Alumni Services, students are carefully evaluated to facilitate the best possible student/sponsor connection, and a planned program of activities is then coordinated with the professional internship sponsor. Upon successful completion of the internship program, students will have real-world work experience, preparing them for a career in art and design.
Prerequisites: Approval of Department Chair or Department Internship Coordinator
Notes: This course is Pass/Fail.
Course Learning Outcomes:
- Compare and differentiate between desirable and non-desirable clients.
- Show basic business practices, including the ability to organize and work productively as a member of a team.
- Describe the experience and how it advances an understanding of coursework concepts.
- Illustrate an ability to enter a career in the design field.
Credits: 1.5 |
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GD 3900 - Special Topics in Graphic Design Credits: 3
This elective course open to juniors and seniors examines specific topics not otherwise covered in the Graphic Design curriculum. Specific topics and faculty will be announced prior to registration. Students will work towards a keystone project that encompasses the topic at hand.
Prerequisites: Completion of 60+ credits and approval of department Chair
Course Learning Outcomes:
- Create visual form in response to communication problems.
- Apply principles of visual organization/composition and information hierarchy.
- Use industry based tools in the creation, reproduction, and distribution of visual messages.
- Solve communication problems through visual design.
- Apply research, information gathering and analysis to generate alternative solutions.
Credits: 3 |
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Credits: 3 |
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GD 4000 - Graphic Design Senior Portfolio Review Credits: 0
Students who are registered for GD 4990 - Graphic Design Graduation Portfolio class are required to participate in a departmental senior portfolio review. In this review students demonstrate an understanding of the design process; show a proficiency in presenting their work professionally and an overall comprehension of their field.
Corequisites: GD 4990 - Graphic Design Graduation Portfolio
Notes: This course is Pass/Fail.
Course Learning Outcomes:
- Students solve communication problems through visual design.
- Students apply research, information gathering and analysis to generate alternative solutions.
- Students create prototypes, apply user testing and evaluate outcomes.
- Students describe and respond to the audiences and contexts, which communication solutions must address.
- Students recognize the physical, cognitive, cultural, and social human factors that shape human decisions.
- Students create visual form in response to communication problems.
- Students understand symbolic representation.
- Students apply principles of visual organization/composition and information hierarchy.
- Students apply typography properly in its various applications.
- Students use industry based tools in the creation, reproduction, and distribution of visual messages.
- Students examine their position within design history, theory, and criticism.
- Students show basic business practices, including the ability to organize and work productively as a member of a team.
Credits: 0 |
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Credits: 3 |
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GD 4210 - Web Design II Credits: 3
In this senior-level course, students will continue upon the topics learned in GD 3115 - Web Design I . Exploration of web technologies such as content management systems, dynamic content and javascript will be covered along with designing across multiple devices and screens. Upon successful completion of this course, students will combine the skills into a final website design.
Prerequisites: GD 3115 - Web Design I
Course Learning Outcomes:
- Utilize a process for design development and execution.
- Use the lexicon of terms surrounding the modern online environment.
- Examine intermediate solutions to the challenges of creating and designing web content.
- Employ the current trends in the development and implementation of web design.
- Utilize intermediate web based code languages to create and modify digital content.
Credits: 3 |
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GD 4220 - Storytelling + Video II Credits: 3
This senior-level course builds on the storytelling and research methodologies used in GD 3230 - Storytelling + Video I . Students transform their previous research and print media into real-time non-linear editing for video and sound. Technical proficiencies include script refinements, interviewing methods, story boarding, editing, and the poetics of time. Upon successful completion of this course, students demonstrate high-level skills in storytelling via digital pre and post-production techniques.
Prerequisites: GD 3230 - Storytelling + Video I
Notes: (Formerly GD 3130)
Course Learning Outcomes:
- Create original narrative-based compositions.
- Create a video narrative with an awareness of aesthetics.
- Develop advanced technological capabilities in executing concepts.
- Utilize resources as they relate to video creation.
Required Textbooks: The Digital Filmmaking Handbook, 6th Edition - ISBN: 9780692782118
Credits: 3 |
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GD 4410 - Environmental Graphic Design Credits: 3
In this senior-level course, students explore the human-centered experience with signage as it relates to branding, identification and direction within the built environment. In group and individual projects, students learn strategies in way-finding, ADA (American with Disabilities Act), sign design, fabrication techniques and sustainable materials use. Innovations and new technologies will be studied to advance user interaction in public and private spaces. Upon successful completion of this course, students demonstrate a greater understanding of communication within the built/branded environment.
Prerequisites: GD 2100 - Layout Design and GD 2220 - Raster Image Processing
Course Learning Outcomes: Apply Environmental Graphic Design industry standards to create a user friendly experience.
Research and create prototypes of wayfinding and experiential graphics to test initial assumptions.
Propose an environmental design plan for a large scale built environment.
Required Textbooks: ON-CAMPUS: Signage + Wayfinding Design - ISBN: 9781118692998
Credits: 3 |
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GD 4520 - Interaction Design Credits: 3
In this senior-level course, students hone their digital interactive design skills. Students study interaction design, industrial design, and cognitive science in order to focus on the mental models and specific gestures that allow humans to interact with the designed world. Interface conventions are deconstructed and rebuilt. Interaction models are built and tested. The future of interface as invisible computing is explored and prototyped. Upon successful completion of the course, students demonstrate an understanding of how and why some digital products “feel good” to use, and how to use those findings within a user-centered design process to better their design solutions.
Prerequisites: GD 3115 - Web Design I
Course Learning Outcomes:
- Understand the historical context of interactive design as a field of practice.
- Articulate a personal philosophy of interaction design.
- Practice the principles, patterns, process and craft of user centered design.
- Portray a complete picture of user-centered design methods.
- Understand and demonstrate the role of the customer journey in the user-centered design process.
- Document the process of user-centered design.
Required Textbooks: About Face : Essentials of Interaction Design (4th Edition) - ISBN: 9781118766576
Credits: 3 |
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Credits: 3 |
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Credits: 3 |
Humanities |
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HU 1110 - Humanities I: World Thought I Credits: 3
This sophomore-level course explores significant developments in the ancient and middle periods (from the start of human history through the end of the fifteenth century) through engagement with important primary texts and their contextualization within history, geography, and civilizations. The first of two such core humanities courses, this is intended to provide students with an intellectual vocabulary; exposure to various worldviews and religions; ethical thought; and mythology through literature and drama, philosophical, and religious writings. Emphasis is placed on honing scholarly research skills and further development of critical-thinking skills. Through course readings and research-based writing, students gain broad exposure to the development of thought in Asia, Asia Minor, the Mediterranean world, and Europe.
Prerequisites: EN 1110 - Composition I
Course Learning Outcomes:
- Understand the development of history, thought, geography and civilization in Asia, Asia Minor, the Mediterranean world, and Europe from the early history to 1485 or the end of the 15th Century.
- Understand the intellectual vocabulary of social studies.
- Understand various worldviews and religions, ethical thought, and mythology through literature and drama, philosophical and/or religious writings.
Credits: 3 |
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