HOME INSTITUTIONAL INFORMATIONINFORMATION ON DEGREE PROGRAMMES Digital Game DesignCERTIFICATE PROGRAMMESUSEFUL INFORMATION, RESOURCES & SERVICES FOR STUDENTSUSEFUL LINKS AND DOCUMENTSADITIONAL & SUPPORTING INFORMATION

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: Field Specific

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

Yok

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

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
CLO6
CLO7
CLO8
CLO9
CLO10
CLO11

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. 3
2) Creates digital games supported with current technology and designs in line with the determined goals. 2
3) Designs artistic structure to support digital game design. 2
4) Analyzes the structures, logical framework and mechanisms of analog and digital games. 3
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. 2

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 CLO6 CLO7 CLO8 CLO9 CLO10 CLO11
-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 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