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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60213TATOS-DOT0026 Epic Literature 3 Spring 2 0 2 4
Course Type : Departmental Elective
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction:
Prerequisities and Co-requisities: N/A
Mode of Delivery: E-Learning
Name of Coordinator: Dr. Öğr. Üyesi NİLAY ÖZER PELVANOĞLU
Dersin Öğretim Eleman(lar)ı: Dr. Öğr. Üyesi NİLAY ÖZER PELVANOĞLU
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: Modern literary works are nourished from classical or modern epic works. Gilgamesh, Iliad and Odysseia, Aeneis, Beowulf, Divine Comedy, Kalevala, and other important epics of the epic tradition are now unique sources for cinema and digital games. This course will examine the qualities of epic as a literary genre, accompanied by readings from classic and modern examples of epic literature. What epic works convey to us about humanity, how they can be interpreted historically, anthropologically, literally and psychologically will be discussed. Today we will investigate why we need epic and how we use epic works in literature, cinema, animation and digital games.
Course Content: Epic as a literary genre, classic epic, modern epic, journey of the epic heroes.
Gilgamesh (Mesopotamian mythology before 8th century BC)
Iliad (Homer. Greek mythology 8th century-6th century BC)
Odysseia (Homer. Greek mythology 8th century-6th century BC)
Aeneis (Vergilius. Roman mythology 1st century BC)
Beowulf (English epic 8th-10th century)
Divine Comedy (Dante Alighieri 14th century)
Dede Korkut (15th century)
Turkish Epics
Kalevala (Finnish Mythology. Compiled and written in 1849)

Course Specific Rules

The students are required to read the texts selected for the courses.
Students should watch the proposed films and documentaries.
Attendance is compulsory.

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) Students comprehend the founding role of epic works in world literature and gain comprehensive knowledge about important epic works.
  2) Students know the qualities of epic works and important epic works of world literature.
  3) Students learn about historical, archaeological, anthropological, psychological reading and interpretation on epic works.
  4) Students learn about the use of epic works in modern literature, cinema and digital games.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Students can create a project to design a similar digital game by comparing classic or modern epic works with a novel, movie, computer game adapted from these works.
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.)

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Epic as a literary genre. Newman. J. K."Epic". The Princeton Encyclopedia of Poetry and Poetics. Princeton-New Jersey: Princeton University Press, 1993. 361- 375. Bakhtin, Mikhail. "Epik ve Roman". Karnavaldan Romana. Der. Sibel Irzık. İstanbul: Ayrıntı Yayınları, 2001. 164-208
2) Epic Hero Campbell, Joseph. Kahramanın Sonsuz Yolculuğu. Çev. Sabri Gürses. İstanbul: Kabalcı Yayınevi, 2010.
3) Epic of Gılgamesh Jean Bottero. Gılgamış Destanı-Ölmek İstemeyen Büyük İnsan. Çev. Orhan Suda. İstanbul: Yapı Kredi Yayınları, 2015.
4) Epic of Gilgamesh Gezgin, İsmail. Kültürlenme Sürecinin Mitik Kahramanı Gılgamış. İstanbul: Alfa Yayınları, 2009. Abusch, Tzvi. "The Devolopment and Meaning of The Epif of Gilgamesh: An Interpretive Essay". https://pdfs.semanticscholar.org/8a18/f52238442d25559c75c7dc4268624dc23ffe.pdf Materyal
5) Homer's Iliad Homeros. İlyada. Çev. Azra Erhat ve A. Kadir. İstanbul: İş Bankası Kültür Yayınları, 2014.
6) Homer's Iliad. Homeros. İlyada. Çev. Azra Erhat ve A. Kadir. İstanbul: İş Bankası Kültür Yayınları, 2014. Dalby, Andrew. Homeros'u Yeniden Keşfetmek. Çev. Hakan Keser. İstanbul: Alfa Basım Yayın, 2018.
7) Odysseia Homeros. Odysseia. Çev. Azra Erhat ve A. Kadir. İstanbul: İş Bankası Kültür Yayınları, 2015.
8) Odysseia Finley. Moses. Odysseus'un Dünyası. Çev. Gül E. Durna. İstanbul: Alfa Basım Yayın, 2014.
9) Aeneis Vergilius. Aeneis. Çev. Türkân Uzel. İstanbul: Jaguar Kitap, 2019.
10) Aeneis Vergilius. Aeneis. Çev. Türkân Uzel. İstanbul: Jaguar Kitap, 2019.
11) Beowulf Beowulf. Seamus Heaney'in İngilizcesinden Çev. Nazmi Ağıl. İstanbul: Yapı Kredi Yayınları, 2020.
12) Beowulf Beowulf. Seamus Heaney'in İngilizcesinden Çev. Nazmi Ağıl. İstanbul: Yapı Kredi Yayınları, 2020.
13) The Divine Comedy. Inferno. Dante. "Cehennem". Çev. Rekin Teksoy. İstanbul: Oğlak Yayıncılık, 1998.
14) The Divine Comedy. Purgatorio, Paradiso. Dante. "Âraf", "Cennet". Çev. Rekin Teksoy. İstanbul: Oğlak Yayıncılık, 1998.
15) Kalevala Kalevala. Çev. Riitta Cankoçak. İstanbul: Everest Yayınları, 2017.
16) Turkish Epics Sakaoğlu Saim ve Ali Duymaz. İslamiyet Öncesi Türk Destanları. İstanbul: Ötüken Neşriyat, 2019.
*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: Gılgamış Destanı. Çev. Sait Maden. İstanbul: Türkiye İş Bankası Kültür Yayınları, 2019.
Homeros. İlyada. Çev. Azra Erhat- A Kadir. İstanbul: Can Yayınları, 2001.
Homeros. Odysseia. Çev. Azra Erhat-A Kadir. İstanbul: Can Yayınları, 1998.
Vergilius. Aeneis. Çev. Türkân Uzel. İstanbul: Jaguar Kitap, 2019.
Beowulf. Çev. Nazmi Ağıl. İstanbul: Yapı Kredi Yayınları, 2017.
Dante. İlahi Komedya. Çev. Rekin Teksoy. İstanbul: Oğlak Yayıncılık, 1998.
Dede Korkut Oğuznameleri. Haz. Semih Tezcan-Hendrik Boeschoten. İstanbul: Yapı Kredi Yayınları, 2018.
İslamiyet Öncesi Türk Destanları. Haz. Saim Sakaoğlu ve Ali Duymaz. Ötüken Neşriyat, 2019.
Kalevala. Çev. Riitta Cankoçak. İstanbul: Everest Yayınları, 2017.
Materyal
References: Joseph Campbell. Kahramanın Sonsuz Yolculuğu. Çev. Sabri Gürses. İstanbul: Kabalcı Yayınevi, 2010.

Joseph Campbell. Mitolojinin Gücü. Çev. Zeynep Yaman. İstanbul: MediaCat Kitapları, 2007.

İsmail Gezgin. Kültürlenme Sürecinin Mitik Kahramanı Gılgamış. İstanbul: Alfa Yayınları, 2009.

Moses Finley. Odysseus'un Dünyası. Çev. Gül. E. Durna. İstanbul: Alfa Yayınları, 2014.

Heinrich Schlieman. Kahramanlar Çağının İzinde. Çev. Hulki Demirel. İstanbul: İletişim Yayınları, 2017.

Andrew Dalby. Homeros'u Yeniden Keşfetmek. Çev. Hakan Keser. İstanbul: Alfa Yayınları, 2018.

Dünden Bugüne Dünya Destanları. Editörler. G. Kökdemir ve A. G. Fidan. Bilgin Kültür Sanat, 2020.

Bilgin Saydam. Deli Dumrul'un Bilinci. İstanbul: Metis Yayıncılık, 2013.

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

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 1 2 3 4 5 6 7 1 2 3 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO2
CLO3
CLO4
CLO5

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) Defines the concepts of computer science and design techniques required in Digital Game Design.
2) Creates digital games supported with current technology and designs in line with the determined goals.
3) Designs artistic structure to support digital game design.
4) Analyzes the structures, logical framework and mechanisms of analog and digital games.
5) S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. 4

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
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
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
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO2 CLO3 CLO4 CLO5
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

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

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Quizzes 1 % 10.00
Presentation 1 % 10.00
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