ATA102 Atatürk's Principles and History of Turkish Revolution 2Istinye 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: ATA102
Course Name: Atatürk's Principles and History of Turkish Revolution 2
Semester: Spring
Course Credits:
ECTS
2
Language of instruction: Turkish
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Compulsory Courses
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: Dr. Öğr. Üy. SUAT EREN ÖZYİĞİT
Course Lecturer(s): Dr. Öğr. Üy. SUAT EREN ÖZYİĞİT
Course Assistants:

Course Objective and Content

Course Objectives: To give correct information about the Turkish War of independence, Atatürk's reforms and principles, Atatürk's thought, the history of the Turkish Republic. To give correct information about Atatürk's revolutions and principles, threats to Atatürk's thought. To unite the Turkish youth in an indivisible unity with the country, nation and state around national goals in accordance with Atatürk's principles and revolutions. To educate and strengthen the Turkish youth in line with Atatürk's ideas.
Course Content: Political revolutions, political parties and attempts to transition to multi - party political life, revolutions in the field of law, regulation of social life, innovations in economic field, Turkish foreign policy in the period 1923-1938, Post-Atatürk Turkish Foreign Policy

Learning Outcomes

The students who have succeeded in this course;
1) To explain Anatolia during the war of Independence
2) To explain the rebellions in the War of Independence
3) To be able to comprehend the military developments in the War of Independence
4) To evaluate diplomatic developments in the War of Independence
5) To explain the aim of the revolutions and the revolutions in various fields
6) To be able to explain foreign policy during Atatürk era
7) To be able to comprehend the principles of Atatürk
8) To be able to explain the basic and integral principles
9) To be able to explain the important internal and external events occurring after Atatürk

Course Flow Plan

Week Subject Related Preparation
1) War of Independence
2) Military developments in the War of Independence
3) Diplomatic Developments in the War of Independence, Customs Treaty, Turkish - Soviet Relations, Turkish - Afghan Relations, London Conference, Turkish - British Relations
4) Diplomatic developments in the War of Independence, Turkish - French negotiations and Ankara Treaty, Turkish - Italian relations, Mudanya Armistice, Lausanne Treaty
5) Atatürk's period, the aim of revolutions, political revolutions
6) Revolutions in the field of law in Atatürk era
7) Revolutions in the field of education and culture in Atatürk era, revolutions related to the regulation of social life
8) Midterm
9) Revolutions in Economic Area in Atatürk era
10) Foreign Policy During the Atatürk Era
11) Foreign Policy During The Atatürk Era
12) Atatürk's principles and revolutions
13) Atatürk's principles and revolutions
14) Atatürk's principles and revolutions
15) Post - Atatürk period (1938-1960)
16) Final Exam

Sources

Course Notes / Textbooks: Türkiye Cumhuriyeti Tarihi- I, Prof. Dr. Ergün AYBARS Türk İnkılâp Tarihi, Prof. Dr. Hamza EROĞLUNutuk, Mustafa Kemal ATATÜRK Türk İnkılâbı Tarihi, Yusuf Hikmet BAYUR Medeni Bilgiler, Ayşe AFETİNAN 20.Yüzyıl Siyasi Tarihi, Fahir ARMAOĞLU Modern Türkiye’nin Doğuşu, Bernard LEWİS Atatürk İlkeleri ve İnkılâp Tarihi ( Yükseköğretim Kurulu Yayını )
References: Türkiye Cumhuriyeti Tarihi- I, Prof. Dr. Ergün AYBARS Türk İnkılâp Tarihi, Prof. Dr. Hamza EROĞLUNutuk, Mustafa Kemal ATATÜRK Türk İnkılâbı Tarihi, Yusuf Hikmet BAYUR Medeni Bilgiler, Ayşe AFETİNAN 20.Yüzyıl Siyasi Tarihi, Fahir ARMAOĞLU Modern Türkiye’nin Doğuşu, Bernard LEWİS Atatürk İlkeleri ve İnkılâp Tarihi ( Yükseköğretim Kurulu Yayını )

Course - Program Learning Outcome Relationship

Course Learning Outcomes

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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 28
Presentations / Seminar 14 14
Quizzes 14 14
Midterms 2 2
Final 1 1
Total Workload 59