Lesson Plan: Marlon Riggs’ Tongues Untied

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Ian here

In the spring of 2016, I taught two concurrent sections of a seminar on Avant-Garde Film and Video Art at the School of the Art Institute of Chicago. When I tallied up the 25 final papers across my two sections, I received two papers on Maya Deren’s Meshes of the Afternoon (1943), two papers on Stan Brakhage’s The Act of Seeing With One’s Own Eyes (1971), three papers on Carolee Schneemann’s Fuses (1967) … and six papers on Marlon Riggs’ Tongues Untied (1989). Clearly, the video had struck a nerve, above and beyond anything else I had shown in the course had managed to do.

I have subsequently integrated the video into my course “Moving Images and Arguments,” on cinematic rhetoric, and I definitely plan to teach it again in the future, across a variety of possible contexts. I like to take a relatively hands-off approach when teaching Tongues Untied, privileging student conversation over lecture. However, I do have some notes on things I have found it productive to turn to while leading discussion, based primarily around clips I find to be especially rich.

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Lesson Plan: Skill, Perception, and Epiphany across Cinema and Videogames

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Ian here—

What follows is a lesson from my 2013 course “Comparative Media Poetics: Cinema and Videogames” at taught U Chicago. On the docket for this week: displays of intelligence and expertise in cinema (from Buster Keaton films to contemporary action cinema), and the ways in which the needs for interactivity force a very different visual style in games than we see in contemporary cinema.

The screening/play-session hybrid that lead up to this class included clips from The General (Buster Keaton with Clyde Bruckman,1926), College (Buster Keaton with James W. Horne, 1927), Casino Royale (Martin Campbell, 2006), and The Bourne Ultimatum (Paul Greengrass, 2007), the latter of which is our primary concern here. It also included students playing portions of Uncharted 3: Drake’s Deception (Naughty Dog, 2011) and Mirror’s Edge (DICE, 2009). Readings for the week included selections from Noël Carroll’s book on Buster Keaton Comedy Incarnate, and a chapter from James Paul Gee’s book Why Video Games Are Good for Your Soul.

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Lesson Plan: Buster Keaton’s The General

Ian here—

This is another lesson plan from my “Comedy and the Moving Image” course. It’s from the week immediately following the previously-posted week on Bergson’s Laughter, and it follows up several of those ideas, merging with Bergson with the theories of Keaton’s humor forwarded by Noël Carroll in his book Comedy Incarnate: Buster Keaton, Physical Humor and Bodily Coping.

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Lesson Plan: Henri Bergson’s Theory of Humor

Ian here—

The following is a lesson plan for a day spent discussing Henri Bergson’s theory of humor in my course “Comedy and the Moving Image.”[i] It’s admittedly unusual, but I found it to be wonderfully productive.

The first third or so of this course was spent discussing some major philosophical theories of humor (Hobbes, Kant, Bergson) and watching silent slapstick comedy shorts. Knowing that devoting a solid block of class to silent cinema came with the danger of alienating students, I also spiced things up by showing a lot of contemporary YouTube videos in class, which kept them engaged. (The “fail video” genre makes a terrific pairing with Hobbes’ theory of humor!) You’ll see some of that back-and-forth in this lesson.

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Lesson Plan: The Visual Language of Survival Horror

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Ian here—

What follows is a two-part post, combining lesson plans from two separate days of my course “Comparative Media Poetics: Cinema and Videogames.” The learning objectives for the course centered around three main analytical questions, which animated the course and which students were expected to respond to in their written assignments. When looking at a given text, the course asked: 1) How is this particular film or particular game put together? 2) What effects and functions are engendered by its specific construction? 3) How has the historical development of the medium shaped this construction?

All three of these questions come together in a particularly potent way during this week, where we took a close look at game developers who developed a visual style out of technological necessity, but then paired that style with a genre that worked well with its specific effects. On the agenda: 1990s-era survival horror games.

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Lesson Plan: Music Formats, Music Listening Practices

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Ian here—

The following is a lesson plan I used for one day on popular music in my “Introduction to Mass Communication” course at DePaul University. I first incorporated it into my syllabus for the winter 2016 quarter, and refined it some for my spring 2016 section of the class.

The overarching theme I try to give the course when I teach it is the relationship between technologies and our use of those technologies. It’s a two-step dance where the two partners frequently get out of synch, and try to adapt to one another in unexpected ways. This week, we examine how specific music format technologies created certain behaviors of listening … which then went on to shape future technologies, and so on and so forth.

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Lesson Plan: Point of View, Staging, and Guidance in Cinema & Videogames

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Ian here—

What follows is a two-part post, combining lesson plans from two separate days of my course “Comparative Media Poetics: Cinema and Videogames,” which together formed a week I referred to on the syllabus as “Point of View, Staging, and Guidance.”

There are many different entrance points for a class organized around the relationship between cinema and videogames. Contemporary popular genres are an obvious choice—and one that, in fact, formed the backbone of many weeks of the course. This week, though, I stretched past those boundaries, and crafted a lesson plan that was grounded more in a comparative look at each medium’s history.

The first of these lessons is primarily a lecture, which sets up a course screening/play session. The second lesson is a post-play-session discussion.

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Lesson Plan: Film Scores and Synesthesia

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Ian here—

Spending one week on sound in an Introduction to Film course can be a daunting task. So much vocabulary, and so many new issues to discuss, with only a class or two to dwell on them. What to do?

I like to take this week to introduce the concept of synesthesia—the “bleeding” of one sense into another that results in sensations in one sensory modality being interpreted as impressions in another. It’s a phenomenon that has been studied from the era of classical Greek philosophy up through modern neuroscience, and it has provided inspiration to artists for nearly as long. For understandable reasons, it was something that was on a lot of filmmaker’s minds during the transition to sound cinema. Turning to this topic allows us to rope in stalwarts of classical film theory such as Eisenstein and Vertov, and to freely intermingle experiments in feature filmmaking with more radical experiments in the avant-garde.

In this particular lesson, I focus on music. If one’s spending two days on sound, this leaves another class for sound effects, if one so desires. Continue reading

Lesson Plan: Bruce Conner’s A Movie

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Ian here—

Bruce Conner’s A Movie is one of my favorite films to teach. I’ve taught it while covering theories of editing in an Introduction to Film course, I’ve taught it for a course on cinematic rhetoric, and I’ve taught it in courses on the history of American avant-garde cinema. I’ve been lucky enough to teach at a school that had a good-quality 16mm print of it in its collection, and since then I’ve made frequent use of a MPEG-4 rip of a VHS copy of that print (formats upon formats!). It’s less than ideal, but the poor image quality never seems to diminish students’ fascination with it.

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