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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
61015YETOS-TRH2367 Istanbul: Sightseeing and Culture 1 Spring 2 0 2 3
Course Type : University Elective
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Instructor ZEHRA KAYA
Dersin Öğretim Eleman(lar)ı: Instructor ZEHRA KAYA
Dersin Kategorisi: Competency Development (University Elective)

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: This course aims to introduce the cultural, social, and spatial development of Istanbul, a city that has hosted diverse civilizations throughout its millennia-long history. By examining how basic needs such as food, water, defense, and transportation were addressed in different periods, the course highlights Istanbul’s continuity as a global city. Students are expected to develop a comprehensive perspective on the city’s cosmopolitan structure, the cultural synthesis shaped by various faiths and civilizations, and its architectural and artistic heritage, while gaining insights into Istanbul’s present and future.
Course Content: This course examines the historical and cultural development of Istanbul through a field-based learning approach. The first weeks introduce the concepts of city, culture, and space, along with Istanbul’s historical background. The program then focuses on the city’s cultural layers through visits to the Archaeological Museum, Byzantine and Ottoman heritage sites, and Republican-era urban spaces. District tours cover areas such as Zeyrek, Balat, Divan Yolu, Taksim, Beyoğlu, Kadıköy, Üsküdar, and the Princes’ Islands. The course also addresses Istanbul’s museums, cultural institutions, and its representation in literature. Supported by cultural events and seminars, the course is designed to enable students to develop a comprehensive perspective on Istanbul’s multi-layered structure.

Course Specific Rules

"Classes held in the classroom, lectures in the conference hall, and field trips are mandatory activities. Each student must obtain a museum card to use during the trips."

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Define the concepts of city, culture, and space, and illustrate them in the context of Istanbul
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Istanbul recognizes the urban space with its historical processes.
  2) Analyze the cultural and artistic heritage of Istanbul across historical periods (Byzantine, Ottoman, Republican).
  3) Evaluate the city’s multi-layered structure through different districts and neighborhoods (Zeyrek, Balat, Beyoğlu, Üsküdar, Princes’ Islands, etc.).
  4) Produce an original presentation or assignment based on field trips and observations.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
  1) Discuss the contributions of museums, monuments, and cultural institutions to the city’s identity.
  2) Interpret the representations of Istanbul in literature and art.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Course Introduction, Flow, and Introduction
2) Basic Concepts: City, Culture, Space
3) Istanbul: Historical and Cultural Background
4) Istanbul Archaeology Museum Tour
5) Istanbul Roman Byzantine Period, Hippodrome, and Surroundings Tour
6) Zeyrek and Balat Trip
7) Midterm Exam
8) The journey of Divan Yolu and Süleymaniye
9) Taksim, Beyoğlu District Tour
10) The City's Cultural Warehouses: Museums
11) District Tour: Kadıköy/Üsküdar/Adalar
12) Cultural Event
13) Seminar
14) Final Exam
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: Hilary Sumner-Boyd ve John Freely. İstanbul Gezgininin Rehberi: İstanbul’u Dolaşırken. İstanbul: Pan Yayıncılık, 2011.

Murat Belge. İstanbul: Gezi Rehberi. İstanbul: İletişim Yayınları, 2007.
Gerekli diğer kaynaklar öğretim görevlisi tarafından sağlanacaktır.
References: Philip Mansel, Konstantiniyye. İstanbul, Everest, 2007.
Hilary Sumner-Boyd ve John Freely. İstanbul Gezgininin Rehberi: İstanbul’u Dolaşırken. İstanbul, Pan Yayıncılık, 2011.
Murat Belge. İstanbul: Gezi Rehberi. İstanbul, İletişim Yayınları, 2007.
Edmondo de Amicis, İstanbul. İstanbul, YKY, 2013.
İstanbul Kazan Biz Kepçe programının ses kayıtları ve görseller https://istanbulkazanbizkepce.wordpress.com/
Bu Şehr-i İstanbul ki programının kayıtları
http://acikradyo.com.tr/program/44424/kayit-arsivi
Belgesel: “İstanbul’da Üç Gün”
https://www.youtube.com/watch?v=adsgZmEbv5s
“İstanbul Yeraltı Şehirleri Belgeseli”
https://www.youtube.com/watch?v=IhrdWDxVnLs
“Ayasofya Belgeseli”
https://www.youtube.com/watch?v=Zf3oE99hPCg
"Ekümenopolis: Ucu Olmayan Şehir" Belgesel.
https://www.youtube.com/watch?v=maEcPKBXV0M

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) can define the concepts of computer science and design techniques required in Digital Game Design.
2) can Interpret the historical and theoretical information about analog and digital games.
3) can define game design principles, game mechanics, dynamics and episode design concepts.
4) Avrupa Dil Portfolyosunun en az B1 düzeyinde tanımlanan Yabancı Dilde (İngilizce) iletişim kurma yetkinliği kazanabilme
5) can analyzes the design elements in the game using the theoretical knowledge.
6) can list drawing and animation techniques in the context of discipline.
7) can uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules.
8) can use the knowledge of writing code and animation for digital games designed to be offered on different platforms.
9) can uses freehand drawing and digital drawing techniques.
10) can follows advanced technologies and developments about digital transformation.
11) can have awareness for ethical and social responsivity.
12) can construct the game design and game elements by using them in non-game areas.

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Case Study
Views
Reading
Homework
Seminar
Technical Visit
Questions Answers
Individual and Group Work
Active Participation in Class

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Homework Evaluation
Participation in Discussions

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Field Work 10 % 15.00
Seminar 1 % 10.00
Midterms 1 % 25.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 14 52 728
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 10 40 400
Study Hours Out of Class 12 24 288
Presentations / Seminar 1 2 2
Project 0 0 0
Homework Assignments 1 10 10
Total Workload of Teaching & Learning Activities - - 1428
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 0 0 0
Midterms 1 20 20
Semester Final Exam 1 30 30
Total Workload of Assesment & Evaluation Activities - - 50
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 1478
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 3