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Syllabus format 2027
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Semester2027 Winter
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CourseCross-Cultural Studies (Anime and Japanese Popular Culture)
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Campus LocationJF Oberlin - Shinjuku Campus
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InstructorTBD
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Instructed only by foreign languages
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Instruction LanguageEnglish
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Active Learning included
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Active Learning TypeDiscussion, DebatesGroup workPresentation
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Flipped ClassroomPracticum/FieldworkExperience
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InvestigationMock classesPBLOthers
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Course DescriptionThis course is a survey of Japanese popular culture with particular topics covered as anime manga, fashion, music, art, and sports. Part of the course will focus on Japanese animation within a historic and popular cultural perspective. Both anime and manga will be examined with particular emphasis on the art, culture and national and international popularity. In addition, we will cover the history of how Japan took over the video game market, became a fashion powerhouse, and some of its popular sports such as baseball, professional wrestling, and combat sports, and how they became popular domestically and worldwide.The course meets for a minimum of 45 hours per two week period. Students receive 4 Oberlin University credits with a minimum grade of a D.
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Course ObjectivesBy the end of the session, students should be able:
1) Have a better understanding about Japanese culture through popular culture themes.
2) Be able to connect popular cultural themes to Japanese ways of thought, perception, ideals, history, and behavior.
3) Understand more about the popular anime works and develop a critical analysis of material and its authors.
4) Understand the historic themes of anime and manga and how they tie into Japanese culture.
5) Understand how video games and fashion were influenced by the West, and how Japan appropriated the mediums into the identities of their youths and popularized them worldwide.
6) How baseball came to Japan and how an American past time become popular.
7) How professional wrestling shaped the spirit of the Japanese after World War II and how it influenced Mixed Martial Arts.
8) Develop presentation skills through discussion and in class assignments.
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Course Schedule ※Fill in according to the number of times the class is to be held.
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Date
Details
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1st5-JanSelf-introductions. Field Trip: Akihabara
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2nd6-Jan1. Osamu Tezuka: The Godfather of Manga
2. Other Manga artists who helped shaped The industry.
-Go Nagai, Masami Kurumada, Leiji Matsumoto, CLAMP, etc
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3rd7-Jan1. Anime between the 1970s and 1980s
-Discuss how certain genres became prominent in these decades such as mech.
Anime between the 1990s and 2000s (ie, Gatchaman, Yamato, Gundam)
2.-Discuss how shonen and shojo became popular around this time (ie DBZ and Sailor Moon)

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4th8-JanHello Kitty and fashion influences (Documentary); idol and kawaii culture
How Ginza and Harajuku became fashion centers of Tokyo.
-Gyaru, Gothic Lolita, Visual Kei, School Uniforms




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5th11-Jan1. How Japanese video games came to dominate the international market
2. A History of Nintendo
Nintendo figures: Hiroshi Yamauchi, Yokoi Gunpei, and Shigeru Miyamoto
3. History of Sega
Sega figures: Yuji Naka, Yu Suzuki, and Rie Kodma

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6th12-JanBig in Japan
How foreigners become famous in Japan through sports and entertainment.
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7th13-JanClass Field Trip: Suginami Anime Museum
-To learn the history of the process of how anime is made
-Make your own original animated short
-Experience the voice acting booth










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8th14-JanFinal presentations: Students must indiviudally and/or in groups provide an anime to recommend or something about Japanese culture that interests them.

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9th15-JanFinal presentations: Students must indiviudally and/or in groups provide an anime to recommend or something about Japanese culture that interests them.

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Supplementary Activities ※Fill in according to the number of times the class is to be held.
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Date
Details
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1st5-Jan
Akihabara observation journal documenting fandom, merchandising, and popular-culture spaces.
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2nd6-Jan
Comparative profile of Osamu Tezuka and another influential manga artist.
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3rd7-Jan
Anime-viewing response analyzing narrative, visual style, characters, and cultural themes.
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4th8-Jan
Timeline exercise tracing changes in anime genres from the 1970s through the 2000s.
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5th11-Jan
Tokyo fashion mood board examining kawaii, idol, gyaru, Gothic Lolita, or Visual Kei culture.
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6th12-Jan
Comparative case study of Nintendo and Sega’s influence on the international game industry.
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7th13-Jan
Storyboard or voice-acting reflection examining how an animated production is created.
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8th14-Jan
Media-profile activity examining how foreign personalities achieve recognition in Japan.
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9th15-Jan
Peer recommendation and reflection on an anime work or aspect of Japanese popular culture.
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Feedback MethodCritique and Commendary in class
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Provide feedback via email, etc.
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Correct and return tests and reports
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No feedbacks
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Others(Details=>)
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TextbookThe instructor will provide class materials.
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Supplementary ReadingOptional reading at one's own leisure includes:
1. "Pure Invention" by Matt Alt
2. "Otaku and the Struggle for Imagination" by Patrick Galbraith
3. "Ametora How Japan Saved American Style" by W. David Marx

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Grading90-100 = A 80-89 = B 79-70 = C 60-69 = D 50 and below = F
Breakdown:
•Class Participation: 25%
• Attendance: 25%
•Assignments: 20%
• Final Project: 30%
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Contact with Instructor
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U R L
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Courses taught by faculty with practical experience
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KeywordsAnime, Manga, Japanese Pop Culture, Fashion, Sports, Baseball, Wrestling, MMA, Martial Arts
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Others
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