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Program Information

Aim

The aim of the PhD program of Biomedical Engineering and Bioinformatics is to prepare its graduates with the knowledge and skills needed to follow advancements in the field. The program aims to graduate individuals who can have successful careers in industrial and academic environments, working on design, development, production, and research, have systematic approach in problem solving, can effectively work in teams, have social, environmental, economical, and ethical awareness and responsibility, have leadership skills and can lead a novel research independently.

Qualification Awarded

Third Cycle (Doctorate Degree)

Registration and Admission Requirements

Bachelor's Degree and/or Master's Degree Diploma, Academic Personnel and Graduate Education Exam (ALES) Result, Certificate of English Proficiency

Graduation Requirements

Students who have successfully complete all of the courses and take minumum 240 ECTS with a seminar, Scientific Research Techniques and Ethics, qualifying exam, dissertation proposal, PhD dissertation have a right to receive a diploma.

Recognition of Prior Learning

Students can transfer certain number of courses that they have successful completed in their previous graduate school.

Lesson Plan - ECTS Credits

* The courses indicated in this course table shows current course plan information in Student Affairs.

** Compulsory courses are certainly opened whereas opening of elective and optional courses may differ according to preferences and quota condition in related term.

*** Theoretical and practical course hours of vocational (professional) clinical courses are not considered weekly. These course hours refer to total course hours.

Please click on the course title in the table below in order to see detailed information about course objectives and learning outcomes etc.

Fall Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
BEBD1112949PhD SEMINAREnglish-4
BEBD1112951NEURAL NETWORKS for SIGNAL PROCESSINGEnglish338
BEBD1112952NANOMEDICINE and NANOMATERIALSEnglish338
BEBD1112954SPECIAL TOPICSEnglish338
BEBD1112955ADVANCED MATERIALS CHARACTERIZATIONEnglish338
BEBD1112956ADVANCED TOPICS ın PROTEIN : STRUC. and FUNC.English338
BEBD1112957COMPUTATIONAL NEUROSCIENCEEnglish338
BEBD1112958GUIDED RESEARCH I for BEBEnglish-16
BEBD1112959DESIGN of PROSTHETIC REHABILITATION and ASSISTIVE DEVICESEnglish3+248
BEBD1112961THERAPEUTIC MEDICAL DEVICESEnglish338
BEBD1114253APPLYING ARTI. INTELL. and MACH. LEARN. in ROBOTICSEnglish3+248
BEBD1115688FUNCTIONAL MAGNETIC RESONANCE IMAGING: THEORY and ANALYSESEnglish338
BEBD1112967HUMAN PHYSIOLOGYEnglish338
Spring Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
BEBD1212953BIOLOGY for ENGINEERSEnglish338
BEBD1212962BIOSENSORS : CONCEPTS and STRATEGIESEnglish338
BEBD1212963MEDICAL ELECTRONICS and INSTRUMENTATIONEnglish338
BEBD1212964MACROMOLECULAR ENGINEERING for BIOMEDICAL APPLICATIONSEnglish338
BEBD1212965ADVANCED BIOMEDICAL OPTICSEnglish338
BEBD1212966DATA MININGEnglish338
BEBD1212968BIOSTATISTICSEnglish338
BEBD1212969GUIDED RESEARCH II for BEBEnglish-16
BEBD1212971COMPUTATIONAL BIOPHYSICSEnglish338
BEBD1215529HUMAN-CENTERED ROBOTICSEnglish338
BEBD1215531VIRTUAL SURGERY APPLICATIONEnglish338
BEBD1215532MICROPROCESSORS in BIOMEDICAL INSTRUMENTATIONEnglish338
BEBD1215533BRAIN COMPUTER INTERFACESEnglish338
BEBD1216245MATHEMATICAL TOOLS for NEUROSCIENCEEnglish338
BEBD1216246NEUROPROSTHETIC SYSTEMSEnglish338

Program Qualification

Theoretical, Factual

Develop and deepen the current and advanced knowledge in the field with original thought and/or research and come up with innovative definitions based on Master's degree qualifications.
Conceive the interdisciplinary interaction which the field is related with ; come up with original solutions by using knowledge requiring proficiency on analysis, synthesis and assessment of new and complex ideas.


Program Output TYYÇ Basic Area Matrix
Basic Area QualificationProgram Qualification
KNOWLEDGE
Theoretical, Factual

1- Developing, deepening and reaching original definitions that will bring innovation to the field with original thought and/or research based on qualifications.

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2- Understanding the interdisciplinary interaction to which the field is related; reaches original results by using new and complex ideas, information that requires expertise in analysis, synthesis and evaluation.

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3- Having advanced knowledge about other technological tools including computers and devices specific to the field at the level required by the health field.

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4- Knows the importance of ethical principles and ethical committees for individuals and society.

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5- Having knowledgeable about statistical methods used continuously in studies conducted in the field of health.

-

SKILLS
Cognitive, Practical

1- Evaluating, using and conveying new information in its field with a systematic approach.

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2- Developing a new thought, method, design and/or application that brings innovation to its field or applying a known thought, method, design and/or application to a different field, investigates, understands, designs, adapts and implements an original subject.

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3-Being able to write the report of the research he/she has done/participated in and publishes it in a nationally/internationally accepted refereed journal and presents it in scientific meetings.

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4- Conducting critical analysis, synthesis and evaluation of new and complex thoughts.

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5-Having high level skills in using research methods in studies related to his/her field.

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6- Performing the necessary examination by using other technological tools and devices specific to the field at the level required by the field of health, including computers, and develops new creative solutions to problems.

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COMPETENCIES
Ability to work independently and take responsibility

1- Contributing to the progress in the field by independently carrying out an original study that brings innovation to the field, developing a new thought, method, design and/or application or applying a known thought, method, design and/or application to a different field.

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2- Performing statistical analysis at a level that can evaluate a scientific article.

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3- Expanding the boundaries of knowledge in the field by publishing at least one scientific article about the field in national and/or international refereed journals.

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4- Leading in environments that are related to the field and require resolution of interdisciplinary problems.

-

Learning Competence

1- Developing new thoughts and methods related to the field by using high-level mental processes such as creative and critical thinking, problem solving and decision making.

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2- Following evidence-based practices and conducts researches that will create evidence in his/her field about professional practices.

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3- Applying the principles of advanced professional development and lifelong learning related to the field of health in his/her studies.

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Communication and Social Competence

1- Examining and developing social relations and the norms that guide these relationships from a critical perspective and manages actions to change them when necessary.

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2- Defending their original views in the discussion of the subjects in their field with experts and establishes an effective communication showing their competence in his/her field.

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3- Establishing and discussing advanced written, verbal and visual communication by using a foreign language at least at European Language Portfolio C1 Level.

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Field-based Competence

1- Contributing to the process of becoming and maintaining the information society of the society in which it lives by introducing scientific, technological, social or cultural advances in its field.

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2- Establishing functional interaction by using strategic decision-making processes in solving the problems encountered in the field.

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3- Contributing to the solution of scientific, cultural, artistic and ethical problems encountered in the field of humanities and supports the development of these values.

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6-Having experience in working with other health disciplines.

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5- Choosing and implementing the right statistical methods in his/her studies in the field of health and interprets them correctly. Performing analysis and synthesis.

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6- Using current developments and information related to the field of health for the benefit of the society in line with the children, family, national values and country facts.

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Employment Opportunities

The graduates will get the opportunity to work in the departments of research and development, industrial companies, in the field of medical devices and technologies, and government departments. The graduates may also continue to their academic life by pursuing post-doctoral studies.

Upgrading

May apply to post-doctoral programmes.

Type of Training

Full Time

Assessment and Evaluation

Successful completion of coursework and thesis.

Head of Department/Program

Learning Experiences

Learning situations aim to develop students' creative, critical, reflective thinking skills and higher level thinking skills such as logical and mathematical thinking skills. In addition, it aims to develop students' meta-cognitive skills. Learning situations include learning strategies, methods and techniques as well as the tools used and assessment and evaluation methods. The learning situations used in the programs are given in the list below:

Learning Experiences *

Learning Activities

Tools Used

Discussion Method

Listening, speaking, asking questions, producing answers, developing and questioning opinions, examining and researching opinions, producing critical thinking, producing creative thinking, (workshop, panel, opposite panel, open forum, debate techniques are applied) collegium, forum, aquarium technique application, talking circle technique, application.

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer, projection, online environments, conference room, workshop, panel, panel opposite, open forum collegial, forum environments.

Demonstration Method

The instructor demonstrates the use of a tool or equipment, the instructor demonstrates a performance/practice/practice to the student, the students repeat the use of the tool or equipment, the student repeats a performance/practice/practice.

Real tools or model tools and equipment, multimedia tools, videos and animations), computer.

Problem Solving Method

Identifying a scientific / theoretical and / or real life problem, analyzing the data related to the problem, developing alternative solutions, choosing the appropriate solution method, evaluating the solution to the problem, individual study

Textbooks, research reports, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer

Case Study Method

Presentation of case studies, exploring case studies, sampling typical cases, sampling outlier cases, alternative cases, comparing case studies, case study analysis, case study interpretation, case study evaluation.

Standard classroom technologies, multimedia tools (text, images, graphics, drawings, audio, video and animation, cartoons), computer, projection, online environments.

Self Study Method

Student interest, curiosity and motivation, learning objective, detailed research and investigation according to the topic; in- depth research and investigation, extensive reading, listening and watching, repeating a performance.

Library, e-library, laboratory, workshop

Question - Answer Technique

Asking Socratic questions, criticizing answers, generating questions, generating answers, criticizing, analyzing and evaluating creative answers, asking structured questions and generating answers, asking closed-ended questions and generating answers

Textbooks, recommended books, worksheets, question bank, multimedia tools (text, images, graphics, drawings, audio, video, cartoons and animations)

Experimental Technique

Setting up a scientific experiment, conducting a scientific experiment, collecting, processing and transforming data from a scientific experiment, predicting the results of a scientific experiment, explaining a scientific experiment, evaluating the results of a scientific experiment, simulation of an experiment.

Laboratory, workshop, application areas, computer software, standard classroom technologies.

Micro Teaching Technique

Performance of presentation, development of reflective thinking skills, student self-evaluation. The lecturer distributes topics (seminar topics can also be) to the students. Students examine the topics; research. Student presentations are prepared. Students make their presentations. Students' video recordings are watched.

Camera, video recording devices, checklist, rubric, rating scale, observation form.

Brainstorming Technique

Developing opinions, developing questions, expressing observation situations, developing critical thinking, problem solving, group/team work, listening and speaking.

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computers, projectors, online environments.

Project Based Learning Model

Creating a real-life problem situation scenario, identifying a real-life problem situation, collecting data related to the problem, analyzing data, data processing, data conversion, developing alternative solutions, choosing the appropriate solution method, applying the solution method / creating a model / design / concrete product / producing a concrete service, evaluating the model / design / concrete product / service, exhibiting project products

Problem scenario texts / Sample projects, databases, books, research reports, laboratory, workshop, application areas, library, computer software, standard classroom technologies, tools and equipment according to the project subject

Reverse Brainstorming Technique

Identifying problems, sorting problems, classifying problems

Standard classroom technologies, multimedia tools (fishbones, text, images, graphics, graphics, drawings, audio, video and animations),computers, projectors, online environments

Simulation Technique

Realization of simulations for risky, dangerous, expensive, time-consuming applications/practices.

Simulation environment, Computer

Problem Baded Learning Model

Creating a reflective scenario of a real-life problem situation, identifying a real-life problem situation, collecting data about the problem, analyzing data, data processing, data transformation, developing alternative solutions

Problem scenario texts, databases, books, research reports, laboratory, workshop, application areas, library, computer software, standard classroom technologies, tools and equipment according to the project subject

Computer-Internet Supported Instruction

Online Course Platforms : Collaboration and communication, digital literacy activities, sharing information, improving technology use, creative thinking activities, problem solving, generating critical thinking. These are environments where instructors share course materials, collect assignments and interact with students. E-Books and Digital Content : Reading, writing, comprehension, interpretation, creative thinking activities, language use, examination, research, using technology, critical thinking activities. Learning environment and materials are made more attractive by presenting interactive content to students. Webinars and synchronize meeting : Communication, collaboration, teamwork, presentation, technology skills, problem solving, live interaction with studentsremotely. Simulations : Problem solving, using technology, analytical thinking, communication, decision making, teamwork and collaboration. They are environments where students have the opportunity to experience the concepts. Audio and Visual aids : Communication skills, language skills, emotional intelligence and empathy, social skills, attention and focus, use of technology. Animations, graphics and interactive visuals are used to help students master the topics. Digital Game- Based Learning : Problem solving skills, ability to use technology, creative thinking, quick decision making, strategy development, cooperation and teamwork. Games prepared or played in digital environments to make learning fun and increase retention in learning. Adaptive Learning Systems : Logical mathematical thinking activities, reading, writing, comprehension, interpretation, critical thinking activities. These are environments where students identify their weaknesses and are offered to carry out studies and activities specific to that area. Virtual Reality (VR) and Augmented Reality (AR) : Simulation and practical applications, creative thinking activities, using technology, planning, programming, social interaction and communication. 3D virtual environments are used to make learning fun and interactive. Social Media and Interactive Platforms : Communication, collaboration, teamwork, project management, interactive content creation, critical thinking activities. Personal platforms for students to share their thoughts on any topic, interact and produce content. Data Analysis and Monitoring Tools : Analytical thinking activities, logical mathematical thinking activities, problem solving, decision making, communication. These are tools used to assess and monitor student performance, identify student difficulties and create lesson plans accordingly. Artificial Intelligence Technologies : Data analysis and forecasting, game and strategy development, security and threat analysis, technology utilization skills, robotics and automation skills, creative thinking skills, computational thinking skills.

Moodle, Google Classroom, Edmodo, Edupage etc. Google Play Books, Apple Books, Amazon Kindle Store, BookBoon, OpenStax, etc. Zoom, Microsoft Teams, Google Meet, Adobe Connect, GoToMeeting, etc. NASA Eyes on the Solar System, FlightGear, Virtual Biology Lab, CarSim, SimCity, etc. Infographics, maps and graphs, charts and diagrams, tables, Podcast, audio books, interviews and chats, etc. Strategy and puzzle games, Simulation and construction games, mission games, real-time multiplayer games, etc. Udemy, Khan Academy, Duolingo, Cognii, Smart Sparrow, etc. Oculus Rift, PlayStation VR, Samsung Gear VR, Google CardBoard, Pokemon Go, Arlit, Facebook, instagram, twitter, linledIn, snapchat, pinterest, youtube, twitch, reddit, discord etc. Google Analytics, Microsoft Power BI, Splunk, Adobe Analytics, etc. ChatGPT, Google AI, Deeply, DıaloGPT. Amazon Alexa, Tesla Autopilot, etc.

Inquiry-Based Learning

Exploring, finding case studies, establishing cause and effect relationship, questioning, examining, researching (learning circle=3E,5E,7E models

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer, projection, online environments, conference room

Cooperative Learning

Cooperation, communication, leadership, sharing tasks, sharing responsibility, learning together, social interaction. Heterogeneous groups are formed among the students. The task is given to the groups. Groups of students do tasks such as project, performance, problem solving, role playing, classical homework together.

In-class and out-of-class, in-school and out-of- school environments.

Experiential Learning

Faculty-external stakeholder (industrial organizations, schools and others) cooperation is established. Students directly observe professional skills in the real environment. Observation results are analyzed in the classroom environment.

Internship places according to the program, professional practice places, Student product file sample, observation forms and other alterative measurement tools

Flipped Classroom Learning

Problem solving, discussion, case study presentation, case analysis, critical thinking, creative thinking, video recordings appropriate to the learning objective are created or selected. Students make preliminary preparation by watching video recordings. The problem is solved in the classroom. The problem is discussed.

Video recordings, online environments, classroom

Lecture Method

Listening, speaking, (lecture, conference, seminar, speech, statement and briefing techniques are applied)

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer, projection, online environments, conference room

Traditional Written Exam

Classical written exams to assess creative, critical and reflective thinking. Multiple- choice, short-answer (fill-in-the-blank, matching, true-false and other) exams to assess cognitive skills such as knowledge, comprehension, application and analysis.

Written exam papers, multiple choice tests, short answer tests, mixed tests, answer keys

Oral Exam

It aims to assess student-specific, creative, critical, reflective thinking skills and cognitive skills such as knowledge, comprehension, application, analysis and synthesis. It is not a general measurement and evaluation method. It is not applied in every program; it is program specific.

Oral question bank/ oral question pool, answer keys, checklists, rubrics, rating scales

Homework

It is used to improve students' knowledge and skills, to encourage them to research and study, to complete their learning deficiencies, and to deepen their understanding of a subject.

Library, e-library, books, articles

Project Task

Identifies, field of application, collecting, and analyzing data, literature review, preparing and presenting report

Internet databases, library databases, e-mail, textbooks, or supplementary books

Quiz

It is done to identify learning gaps. In this case, student grades are not reflected. The level of realization of learning objectives can be evaluated depending on the process. In this case, it can be reflected in student grades.

Worksheets, question bank, question pool, answer key

Performance Task

It is used when it is aimed to evaluate students holistically (cognitive, affective and psychomotor). It is used to measure and evaluate the learning process and learning products. Performance assignments involve a workload of at least two weeks.

Problem scenario texts, checklists, rubrics, grading scales

Course - Program Competencies Relations

Course12345678910
ADVANCED BIOMEDICAL OPTICS5552131354
ADVANCED MATERIALS CHARACTERIZATION2341000033
ADVANCED TOPICS ın PROTEIN : STRUC. and FUNC.3345234443
APPLYING ARTI. INTELL. and MACH. LEARN. in ROBOTICS5555444443
BIOLOGY for ENGINEERS5444233443
BIOSENSORS : CONCEPTS and STRATEGIES5555213431
BIOSTATISTICS5333303300
BRAIN COMPUTER INTERFACES3330040554
COMPUTATIONAL BIOPHYSICS4444444404
COMPUTATIONAL NEUROSCIENCE5455354544
DATA MINING5555213431
DESIGN of PROSTHETIC REHABILITATION and ASSISTIVE DEVICES5555544444
GUIDED RESEARCH I for BEB5555545545
GUIDED RESEARCH II for BEB5555545545
HUMAN PHYSIOLOGY2223122331
MACROMOLECULAR ENGINEERING for BIOMEDICAL APPLICATIONS1112001321
MEDICAL ELECTRONICS and INSTRUMENTATION5555554554
NANOMEDICINE and NANOMATERIALS2142001431
NEURAL NETWORKS for SIGNAL PROCESSING5545445544
PhD SEMINAR0030020553
QUALIFYING EXAM PREPARATION5353004553
SPECIAL TOPICS4444445555
THERAPEUTIC MEDICAL DEVICES5555343445
VIRTUAL SURGERY APPLICATION5534211033
İlişkili Ders Sayısı / 24/2996909887576269938674

Surveys for Students

Öğretim elemanı değerlendirme anketiKesinlikle katılmıyorumKatılmıyorumKısmen katılıyorumKatılıyorumKesinlikle katılıyorumFikrim yok
Dönem başında dersin amacını, kapsamını ve öğrencidenbeklenenleri anlaşılır bir şekilde açıklar.
Dersin kaynaklarını dersin amaçlarına uygun olarak seçer veduyurur.
Ders için önerdiği kaynaklara ulaşmada öğrencilere yolgösterir/yardımcı olur.
Anlatımı (Dersi sunumu) akıcı, açık ve anlaşılırdır.
Öğretim teknolojilerini (etkili bir şekilde) kullanabilir.
Sınıfta çok yönlü iletişim ve etkileşim sağlayacakuygulamalara yer verir.
Geleneksel öğretim strateji yöntem ve teknikleri konusundagelişmiş bir bilgi birikimine sahiptir.
Derste işlediği öğretim yöntemlerini kendi uygulamalarındakullanır.
Ders saatleri dışında ders ile ilgili öğrenciye yeterince zamanayırır.
Derse düzenli olarak gelir ve zamanı etkin kullanır.
Ders sırasında sınıfa hakimiyeti kurmada oldukça başarılıdır.
Güncel konular hakkında öğrencileri bilgilendirir.
Öğrenci görüşlerine açık tutum ve davranışları ile örnek teşkileder.
Başarı ölçme yöntemleri ve araçları (klasik/test/sözlü sınav/proje/ödev vb.) dersin hedef ve içeriği ile uyumludur.
Sınav kağıdımla ilgili soru sormak istediğimde bana yardımcı olur.
Laboratuvar/saha/uygulama çalışmaları dersin amacı ileuyuşmaktadır.
Dersin öğrenme ve öğretme sürecinin yaratıcı düşünme süreç vebecerilerini geliştirir.
Ders güncel konu ve konuklarla desteklenir.
Yukarıdaki sorular dışında iletmek istedikleriniz

Numerical Data

Number of Students by years

Student Success

Graduate Success

Ekleme Tarihi: 08/11/2024 - 10:48Son Güncelleme Tarihi: 08/11/2024 - 10:49