UNI360 Disaster and Emergency ManagementIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

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Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: UNI360
Course Name: Disaster and Emergency Management
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: University Elective
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery: E-Learning
Course Coordinator: Prof. Dr. OYA ÇAKIN
Course Lecturer(s): Prof. Dr. Oya Çakın
Course Assistants:

Course Objective and Content

Course Objectives: Disaster and emergency management is a kind of multi-disciplinary subject which includes engineering, social and health sciences and has great importance in Turkey where natural disasters, earthquakes in particular, are the major threats.
That’s why, it is aimed to teach the phases of disaster managements, concepts of emergency and risk managements, the responsibility and jurisdictions of the stakeholders, legislations for the disaster managements, implementation of risk, hazard and SWOT analysyis to the students of all disciplines.
Course Content: What are the Disasters? How can they classified? What are their properties? Vision, Mission and Principles of Integrated Disaster Management. Phases of Disaster Management – Introduction to Preparedness, Response, Recovery and Mitigation Phases, Risk and Emergency Management Concepts, their advantages and disadvantages. Preparedness Phase – Rapid Response ans Early Warning Systems, Disaster Scenarios, Emergency Action Plans. Response Phase – Search and Rescue, First Aid, Sire Safety, Security Systems. Incident Command System. Recovery Phase – Temporary Residences, Housing, Repairment or replacement of roads,public buildings and bridges, Implementation of Mitigation Measures. Mitigation Phase – Economical Aspets of Disasters, Risk Transfer Systems: Disaster Funds and Insurance, DASK as an example. SWOT /Risk Analysis – Information, Methods and Examples.
Stakeholders in Disaster Management Systems (Central and Local Governments, Private Sector, NGOs and Citizens) – Their responsibilities and duties. Legisletion of Disaster Management System in Turkey, evaluation of the situation after 1999 and 2023 Earthquakes. Evaluation, Comparison and Examples of Disaster Management Systems from different Countries over the World and Turkey.

Learning Outcomes

The students who have succeeded in this course;
1) Knows the phases of disaster management system, Emergency and Risk Management concepts.
2) Recognizes Stakeholders in disaster management system, their jurisdiction and responsibilities.
3) Learns Risk transfer methods.
4) Knows Legislation of disaster management system in Turkey.
5) Understands the Incident Command System and its applications.
6) Defines Risk, hazard and SWOT Analysis and applications.

Course Flow Plan

Week Subject Related Preparation
1) What are the Disasters? How can they classified? What are their properties? www.preventionweb.net www.emdat.be
2) Vision, Mission and Principles of Integrated Disaster Management FEMA, Principles of Emergency Management, September 11, 2007.
3) Phases of Disaster Management – Introduction to Preparedness, Response, Recovery and Mitigation Phases, Risk and Emergency Management Concepts, their advantages and disadvantages. -Fundamentals of Emergency Management, Independent Study, May 25, 2011, FEMA -Introduction to Disaster Management , Virtual University for Small States of the Commonwealth (VUSSC), Disaster Management, Version 1.0 -Nilgün Okay, Online Natural Disaster Risk Management Program, World Bank Institute.
4) Mitigation Phase – Economical Aspets of Disasters, Risk Transfer Systems: Disaster Funds and Insurance, DASK as an example. -Fundamentals of Emergency Management, Independent Study, May 25, 2011, FEMA -Introduction to Disaster Management , Virtual University for Small States of the Commonwealth (VUSSC), Disaster Management, Version 1.0 -F. Bendimerad and Louise Comfort, Reducing Vulnerability and Improving Sustainability of the World’s Megacities, The EMI Experience, A Presentation to the US Agency for International Development, Washington DC, 5 December 2002 -www.gndr.org- 2018 Global Network of Civil Society Organisations for Disaster Reduction.
5) Preparedness Phase – Rapid Response ans Early Warning Systems, Disaster Scenarios, Emergency Action Plans -Fundamentals of Emergency Management, Independent Study, May 25, 2011, FEMA -ABC Temel Afet Bilinci, Boğaziçi Üniversitesi, Kandilli Rasathanesi ve Deprem Araştırma Enstitüsü, Afete Hazırlık Eğitim Birimi, www.aheb.org
6) Response Phase – Search and Rescue, First Aid, Sire Safety, Security Systems -Fundamentals of Emergency Management, Independent Study, May 25, 2011, FEMA -M. Kadıoğlu, Afet Yönetimi, Beklenilmeyeni Beklemek, En Kötüsünü Yönetmek, T.C. Marmara Belediyeler Birliği Yayını, 2011. -Community Volunteers Training Program, Boğaziçi University, Kandilli Observatory and Earthquake Research Institute, Disaster Preparedness Education Unit, www.aheb.org
7) Incident Command System and its applications -Community Volunteers Training Program, Boğaziçi University, Kandilli Observatory and Earthquake Research Institute, Disaster Preparedness Education Unit, www.aheb.org
8) Midterm Exam 7 weeks lecture materials
9) Recovery Phase – Temporary Residences, Housing, Repairment or replacement of roads,public buildings and bridges, Implementation of Mitigation Measures. -Fundamentals of Emergency Management, Independent Study, May 25, 2011, FEMA -M. Kadıoğlu, Afet Yönetimi, Beklenilmeyeni Beklemek, En Kötüsünü Yönetmek, T.C. Marmara Belediyeler Birliği Yayını, 2011.
10) Disasters and Development Gender Mainstraeming in Disaster Management United Nations Hyogo and Sendai Framework for Action. www.preventionweb.net
11) SWOT /Risk Analysis – Information, Methods and Examples
12) Legislation of Disaster Management System in Turkey, Stakeholders in DM (Central and Local Goverments, Private Sector, NGOs andividuals), Evaluation of the situation after 1999 and 2023 Earthquakes. www.akom.ibb.istanbul
13) Evaluation, Comparison and Examples of Disaster Management Systems from different Countries over the World and Turkey www.bousai.go.jp www.fema.gov
14) Evaluation and Discussion on the concepts and gains of the lecture

Sources

Course Notes / Textbooks: • Derste sunulan slaytlar. / Powerpoint presentations of the lecture
References: -FEMA Independent Study, “Principles of Emergency Management”, February 2006.
-“Natural Disaster Risk Management Program”, World Bank Institute, On-Line Course Material, 2004.
-DEMETER, K., A. GÜNER and N. EKİN ERKAN, “The Role of Local Governments in Reducing the Risk of Disasters, The World Bank, USA, 2006.
-“Perspectives in Disaster Management”, METU Disaster Management Implementation and Research Center, METU Press, Ankara, Turkey, 2009.
-Prof. Dr. Mikdat Kadıoğlu, “Afet Yönetimi; Beklenilmeyeni Beklemek En Kötüsünü Yönetmek; Marmara Belediyeler Birliği Yayını, İstanbul, 2011.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

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6

Program Outcomes
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 40
Final 1 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 14 56
Midterms 8 16
Final 15 45
Total Workload 117