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Ano Letivo: 2021/22

Arqueologia Pré-Histórica e Arte Rupestre

Prehistoric Art

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Publication in the Diário da República: Despacho nº 17071/2009 - 23/07/2009

3 ECTS; 1º Ano, Anual, 7,0 TP + 12,0 TC + 8,0 S , Cód. 64982.

- George Harold Nash

Not applicable.

On completion of the course the students should have acquired general knowledge of world prehistoric art, rock art and mobile art, all cultural eras and horizons as well as world sites.

Students are initially taught the archaeology of art; from the Middle/Upper Palaeolithic/Mesolithic to contemporary street art. Contemporary Street art and graffiti is expected to be a focal point using observational approaches to make inferences to what might have gone on in the distant past. Using both archaeological and anthropological records, students will be expected to identify key philosophical points, i.e. the meaning of art, why it is used and where it is placed. From the course, students will gain a broad knowledge baseline of this global phenomenon. The course will be over six x four-hour sessions and will include:
Session 1. Parallels: Contemporary Street art – what can it tell us about ancient art?
Session 2. General overview of Palaeolithic and Mesolithic art – A global perspective
Session 3. A different type of art: Peripheral Europe
Session 4. New discoveries, new methods, and new ideas
Session 5. An ethnographic narrative of Palaeolithic and Mesolithic art
Session 6. Sign language – looking at the meaning of abstract and geometric imagery

Evaluation Methodology
Essay: written component (50%), oral component (50%)

- Nash, G. e Chippendale, C. (2004). Figurative Landscapes of Rock Art.. Cambridge: Cambridge University Press.
- Clottes, J. (2008). Cave Art. London: Phaidon Press
- Lewis-Williams, D. (2004). The Mind in the Cave: Consciousness and the Origins of Art. London : Thames & Hudson.
- Lévi-Strauss, C. (1963). Structural Anthropology. Basic : Books

Teaching Method
Lessons are conducted using PowerPoint to demonstrate the subject matter supported by real-time digital content from the Internet.

Software used in class




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