ATA101 Atatürk's Principles and History of Turkish Revolution 1Istinye 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: ATA101
Course Name: Atatürk's Principles and History of Turkish Revolution 1
Semester: Fall
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: 1)Ensuring understanding of the situation before the Turkish Independence War. Revolution and Principles of Atatürk, Ataturk's ideas, and to give accurate information about the History of the Republic of Turkey. 2)To provide accurate information about threats against Turkey and Ataturk's principles and revolutions.
3)In an indivisible unity of Turkey, Atatürk Revolution and in accordance with the Principles, to unite national targets.
4)To educate and strengthen the students in line with Kemalist thought.
Course Content: The Collapse of the Ottoman Empire, Tanzimat and Reform Edict, I. and II. Constitutional Era, Tripoli and Balkan Wars, Worl War I, Mudros Armistice, War of Independence; Amasya Circular, National Congresses, Establishment of Turkish Grand National Assembly, Declaration of Republic

Learning Outcomes

The students who have succeeded in this course;
1) To be aware of Atatürk's principles and to be knowledgeable about Revolution History.
2) To explain the collapse of the Ottoman Empire and the reasons that make up the Turkish Revolution.
3) To be able to explain the reforms in the Ottoman Empire.
4) To be able to explain the causes and consequences of the Balkan and World War I which caused the collapse of the Ottoman Empire.
5) To be able to explain the reactions to the occupations.
6) To explain the establishment of TGNA and declaration of republic.

Course Flow Plan

Week Subject Related Preparation
1) Initial Reforms of the Ottoman Empire
2) 1839 Tanzimat Era, Reform Edict
3) I. Constitutional Era, II. Abdulhamid Absolutions, Young Ottomans
4) II. Abdulhamid Absolutions and Young Turks
5) II. Constitutional Era
6) Tripoli and Balkan Wars
7) Bab-ı Ali Raid (coup d'etat)
8) Midterm
9) World War I (1914-1916)
10) World War I (1916-1918)
11) Mudros Armistice, Amasya Circular, Congresses
12) War of Independence (1919-1921)
13) War of Independence (1921-1923)
14) Declaration of Republic, Abolishment of Caliphate
15) Final

Sources

Course Notes / Textbooks: Modern Türkiye'nin Doğuşu, Bernard Lewis; Osmanlı İmparatorluğu ve Modern Türkiye II, Stanford J. Shaw&Ezel Kural Shaw.
Emergence of Modern Turkey, Bernard Lewis; Ottoman Empire and Modern Turkey II, Stanford J. Shaw&Ezel Kural Shaw.
References:

Course - Program Learning Outcome Relationship

Course Learning Outcomes

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2

3

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5

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 28
Quizzes 16 16
Midterms 1 1
Final 1 1
Total Workload 46