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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60222TATOZ-SUT3051 History of Arts and Civilization 1 Spring 3 0 3 4
Course Type : Compulsory
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 SELMAN AKIL
Dersin Öğretim Eleman(lar)ı: Dr. Öğr. Üyesi FÜSUN DENİZ ÖZDEN
Dersin Kategorisi:

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: A student who successfully completes this course uses the concepts of world civilization and art from the beginning to the present. recognize the periods in the history of art and civilization. Distinguish the development of art in painting, sculpture and architecture. Uses the terms art and civilization, analyzes how the historical development of art and civilization has been shaped in the context of the geographical, political, psychological, socio-cultural and aesthetic needs of societies.
Course Content: The definition of art and civilization will be emphasized. The change and differentiation of art and civilization depending on the periods and movements, all the technological and sociological factors that determine them, starting from prehistoric times, Egyptian, Roman and Greek Civilizations, Indian, Chinese, Maya, Inca, Aztec Civilizations and Anatolian art and civilization will be examined. In the course of Art and Civilization History, transformations and developments in art and civilizations from the Middle Ages to the Industrial Revolution will also be shown through art works.

Course Specific Rules

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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) Tell the contemporary art and cultural life on the subject of Art and Civilization
  2) Define the terms used in the field of art and civilization.
  3) List the main developments of the World History of Art and Civilization chronologically.
  4) Recognizes the important movements in Art History.
  5) List the important artists of Art History.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Defines many basic concepts of art and civilization.
  2) Interpret the art theories of art critics and philosophers.
  3) Describes the socio-political and cultural environment in the place and time in which the artists lived.
  4) Compares art movements and expresses them with their own sentences.
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) He / she develops critical thinking skills and evaluates works of art from his / her perspective.
  2) Gains knowledge of the role of civilization and art in society, culture, politics and urban life. It values the cultural and artistic environment of the environment and society in which it lives.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Concept of Civilization, What is Art?
2) 465/5000 Prehistoric Ages Civilization and Art
3) Ancient East (Mesopotamia) Civilization and Art
4) Ancient Egyptian Civilization and Art
5) Anatolian, Phoenician, Iranian Civilization and Art
6) Far East: Indian and Chinese Civilization and Art
7) America: Civilization and Art of the Mayans, Incas, and Aztecs
8) Mid-term Exam
9) Ancient Greek Civilization and Art, Ancient Roman Civilization and Art
10) Medieval Civilization and Art
11) Byzantine Civilization and Art
12) Islamic Civilization and Art
13) Enlightenment (Science Art and Philosophy)
14) Industrial Revolution and After
*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: - Server Tanilli “Yüzyılların Gerçeği ve Mirası Cilt: I”,“Yüzyılların Gerçeği ve Mirası Cilt: II” Gombrich, E. H. Sanatın Öyküsü, Remzi Kitabevi
- Fernand Braudel, “Maddi Uygarlık – Dünyanın Zamanı”, İmge Kitabevi.
- Yusuf Çotuksöken, “Uygarlık Çizgisi 1- Denemenin Kıyılarında”, Toroslu Kitaplığı.
- Muazez İlmiye Çığ, “Uygarlığın Kökeni Sümerliler – I”, “Uygarlığın Kökeni Sümerliler II”, Kaynak Yayınları.
References: -Gordon Childe, “Tarihte Neler Oldu”, Alan Yayıncılık.
- McNeil, William H (2005). “Dünya Tarihi”. İmge Kitabevi.
- Jean Botter, (Der.), “Eski Yakın Doğu, Sümer'den Kutsal Kitap'a”, Dost Kitabevi.
- Charles Lindholm, “İslami Ortadoğu”, İmge Kitabevi.
- Joseph Campbell, “Yaratıcı Mitoloji, Tanrının Maskeleri”, İmge Kitabevi.
- Turani, A. Dünya Sanat Tarihi, Ankara, 2007

DERS ÖĞRENME ÇIKTILARI - PROGRAM ÖĞRENME ÇIKTILARI İLİŞKİSİ

Contribution of The Course Unit To The Programme Learning Outcomes

Ders Öğrenme Çıktıları (DÖÇ)

1

2

3

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5

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10

11

Program Öğrenme Çıktıları (PÖÇ)
1) Can explain the concepts relating to the computer science and design techniques required in digital game design.
2) They can keep abreast of developments in advanced technologies and digital transformation, embrace a sense of ethical and social responsibility, and take these into account in their work.
3) He can apply game design elements in various fields within the context of gamification.
4) Can analyse historical and theoretical knowledge relating to analogue and digital games.
5) They can develop designs in a digital environment by using their three-dimensional thinking skills.
6) They can analyse design elements by applying their theoretical knowledge during the game development process.
7) They can analyse design elements by applying their theoretical knowledge during the game development process.
8) You can solve problems by using artificial intelligence techniques during the game development process.
9) They can apply calculations based on the principles of mathematics and physics in game design processes.
10) They can apply animation techniques in digital games developed for various platforms.

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

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 explain the concepts relating to the computer science and design techniques required in digital game design.
2) They can keep abreast of developments in advanced technologies and digital transformation, embrace a sense of ethical and social responsibility, and take these into account in their work.
3) He can apply game design elements in various fields within the context of gamification.
4) Can analyse historical and theoretical knowledge relating to analogue and digital games.
5) They can develop designs in a digital environment by using their three-dimensional thinking skills.
6) They can analyse design elements by applying their theoretical knowledge during the game development process.
7) They can analyse design elements by applying their theoretical knowledge during the game development process.
8) You can solve problems by using artificial intelligence techniques during the game development process.
9) They can apply calculations based on the principles of mathematics and physics in game design processes.
10) They can apply animation techniques in digital games developed for various platforms.

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
Reading
Homework
Brain Storming

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

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

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Quizzes 2 % 20.00
Midterms 1 % 30.00
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 12 3 36
Laboratory 0 0 0
Application 4 3 12
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 1 12 12
Total Workload of Teaching & Learning Activities - - 60
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 9 18
Midterms 1 6 6
Semester Final Exam 1 6 6
Total Workload of Assesment & Evaluation Activities - - 30
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 90
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 4