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Program Information

Aim

In this program, students will learn to observe, examine, analytically evaluate the social communication formats in developing visual arts and information technology framework. Within this context, students will be gaining theoretical and scientific information besides practical skills.

Qualification Awarded

First Cycle (Bachelor's Degree)

Registration and Admission Requirements

Students must have successfully graduated from high schools (or equals). The placements are done following the rules of Turkish Higher Education Council (YÖK) respect to the scores obtained from the nation-wide Student Selection and Placement (YGS and LYS). Student register to programmes on the days declared by the Rectorship Students should have earned a high school or an equivalent diploma and sufficient score on nation-wide Student Selection and Placement (YGS and LYS). Admission is based on the scores, according to the rules determined by Higher Education Council. For international students who will be accepted according to the National or International Exams, Quota and conditions are announced on our University’s website.

Graduation Requirements

Students who complete their required/elective theoretical and applied courses with success and acquire at least 240 ECTS are eligible for a Bachelor of Arts Diploma. Graduation achievement degree is based on the CGPA (Cumulative General Point Average). Another graduation requirement of the Media and Visual Arts programme is that students must complete occupational health and safety training in order to graduate. This training aims to provide students with the ability to understand the potential risks in the workplace, to implement safe working practices and to exist in a healthy working environment. For this purpose, students are required to complete this training and obtain an occupational health and safety certificate before graduation.

Recognition of Prior Learning

Students may apply for exemption from the courses they have taken in another higher education or equally accredited institution. Exemption requests are decided by the board of governors of the School, which considers the opinion of the lecturer responsible for that course.

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
MGS1138080INTRODUCTION to COMMUNICATION SCIENCETurkish336
MGS1138090INTRODUCTION to POLITICAL SCIENCETurkish335
MGS1140430FUNDAMENTALS of LAWTurkish335
MGS1111976VISUAL ARTS and SOFTWARE APPLICATIONSTurkish2+12.56
ATA1110800HISTORY of the TURKISH REPUBLIC ITurkish222
İNG1111600ENGLISH IEnglish334
TDL1110200TURKISH LANGUAGE ITurkish222
Spring Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
MGS1238120COMMUNICATION LAWTurkish335
MGS1238210INTRODUCTION to SOCIOLOGYTurkish335
MGS1238190BASIC ART EDUCATIONTurkish336
MGS1238220MEDIA HISTORYTurkish336
ATA1210000HISTORY of the TURKISH REPUBLIC IITurkish222
İNG1211700ENGLISH IIEnglish334
TDL1220000TURKISH LANGUAGE IITurkish222

Program Qualification

Theoretical, Factual

Knows the basic concepts of Media and Visual Arts disciplines.
Knows the basic theories of media and visual arts disciplines.
Knows the necessary computer programs and multi-media techniques in Media and Visual Arts.
Knows the aesthetic rules necessary in Media and Visual Arts.
Acts in a way that adheres to national and international ethical codes in professional and scientific studies.
Understands the symbol systems of cultures.
Analyzes the facts related to Media and Visual Arts in their dimensions.


Program Output TYYÇ Basic Area Matrix
Basic Area QualificationProgram Qualification

Employment Opportunities

Graduates can be recruited at public, private and research instutitions .

Upgrading

Students may apply for the graduate programs, to obtain Master and PhD degrees in related field, following the rules defined by the Turkish Higher Education Council.

Type of Training

Full Time

Assessment and Evaluation

Success in a course is determined by the course success grade. The course success grade is obtained by evaluating the student's success in midterm exams and assignments, practical studies, group studies and similar studies that replace midterm exams and the general exam together. To be valid for all courses, students who fail to get at least 50 points from the general exam are considered unsuccessful in that course. In order to be successful in the course, it is necessary to have at least 60 points or 2.27 success coefficient at the end of the semester.

Head of Department/Program

Head Of Department

Doç.Dr. İhsan EKEN

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

Role Play and Drama Technique

Introducing the text to the scenario, distributing the roles to the students, students working on the roles, students performing the scenario in cooperation, analyzing and evaluating the scenario text. The subject and situation to be dramatized is determined by the instructor. When the drama technique is applied, the students improvise a real-life problem. The drama situation is analyzed together with the students.

Script text, theater, classroom, conference room, video and audio, visual recordings.

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

Concept Map Technique

Distinguishing concepts, sorting concepts, counting concepts, associating concepts, analyzing conceptual framework

Concept maps

Semantic Features Analyses Table

Understanding, classification, discrimination, dimensioning, association

Semantic analysis tables

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

Storytelling Techniques

Imagining, predicting, identifying the problem, empathizing

Semi-structured problem situation texts

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.

Care Plan

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

Short Answer Exam

Multiple-Choice Exam

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

Portfolio Task

It is used to assess students holistically (intellectually, behaviorally, socially). It includes at least one year of student activities. In special cases, it may be for a semester.

Sample protfolios, checklists, rubrics, rating scales

Peer Assessment Technique

Students are aimed to evaluate the learning products of their peers from a student perspective. Peer assessment results are analyzed by the instructor.

Peer evaluation form (can use in checklist rubric, grading scale form)

Self Assessment Technique

Self-evaluation of the student's own learning product or performance is applied in terms of developing the student's reflective thinking skills. The results of self- evaluation are examined by the instructor.

Self-assessment form (can be used in the form of checklist rubric, grading scale)

Group Assessment Technique

In cases where the cooperative learning model is applied, the instructor evaluates the group. The evaluation result can be converted into a grade.

Group evaluation form (can be used in contor list rubric, grading scale form)

Simulation-Based Evaluation

It is the evaluation of different clinical situations with a simulation or a model.

Can use the checklist in rubric, rating scale form

Course - Program Competencies Relations

Course123456789101112131415161718192021
2D ANIMATION000000000300000000000
3D ANIMATION002200221222100010002
3D MODELLING000000012102100000000
ACTUAL PROBLEMS in MEDIA111011000000101010020
ADVANCED 3D MODELLING000200000022200000000
ADVANCED PHOTOGRAPHY112200033223102120020
ADVERTISING FILM MAKING001100033223300023002
ADVERTISING PHOTOGRAPHY330231022221202121020
ART and CRITICAL THOUGHTS550000000000000000000
ART and DESIGN330200102022201020020
ART CRITISISM330220320000302120120
ART HISTORY540000000000000000000
ART MANAGEMENT120230232200203120020
ART PHOTOGRAPHY234234232222400000000
ART THEORIES 550534411000401333020
BASIC ART EDUCATION320310132320302020020
BASIC PHOTOGRAPHY000000000100000000000
BASICS of EDITING330000000000000000000
BLOCKCHAIN TECHNOLOGIES121000212223001121000
BRAND and IMAGE DESIGN112313133201201121000
BRAND COMMUNICATION and MANAGEMENT000010000000000000000
CODING I340000000000000000000
COLOR and HARMONY220230112303302021020
COMMUNICATION LAW230034033400003030000
COMMUNICATION SOCIOLOGY320000000000000000000
COMMUNICATION THEORIES430000000000000000000
CONCEPT DEVELOPMENT in VISUAL ART330300222313303120020
CONTEMPORARY ART330200220020301121010
CORPORATE IDENTITIY DESIGN222110032323101020030
CREATIVE ADVERTISING220000000000000000000
CREATIVE IDEA and AESTHETIC in ART 330331222311301020020
CREATIVE MEDIA and ANALYSIS221111112101010001000
CREATIVE SKETCH TECHNIQUES232322021302302020020
DATA MINING231211111100001100011
DDD000000020002000000023
DESKTOP PUBLISHING000000000100000000000
DIGITAL GAME DESIGN000000000102000000000
DIGITAL MEDIA PLANNING112222333313102120012
DIGITAL STORYTELLING121001000110001121122
DRAMATURGY APPLICATIONS540300343400404334000
EDITING APPLICATIONS I230000000000000000000
EDITING APPLICATIONS II230000000000000000000
ENTREPRENEURSHIP010000000000000000000
FASHION PHOTOGRAPHY000200031222300000000
FUNDAMENTALS of LAW000040000000002000000
GENERIC APPLICATIONS331211222221102021030
GRAPHIC DESIGN I223121212302101011000
GRAPHIC DESIGN II113210021203201021030
INTRO to GAMIFICATION223340030201102000000
INTRODUCTION to COMMUNICATION SCIENCE210023000000000300000
INTRODUCTION to DIGITAL GAME DESIGN001000000110000000002
INTRODUCTION to DRAMATURGY 300300444300404434000
INTRODUCTION to ILLUSTRATION 212210022312201010020
INTRODUCTION to POLITICAL SCIENCE000012100000000003020
INTRODUCTION to PSYCHOLOGY010022002000002210000
INTRODUCTION to SOCIOLOGY110000000000000000000
JOURNALISM APPLICATIONS110000011101101210001
LITERATURE and COMMUNICATION121122212110101010100
MEDIA ANALYSIS and DISCOURSE110111000000001110030
MEDIA and ETHICS200152100000123314140
MEDIA and PRODUCTION000000000200000000000
MEDIA and VISUAL ARTS PROJECT000000300000000000000
MEDIA HISTORY220001000000000000000
MOBILE APPLICATION DESIGN002000000003000000001
MUSIC INDUSTRY211112222211100110100
MUSIC MAKING for MULTIMEDIA 000000000000200000000
OCCUPATIONAL HEALTH and SAFETY000000000000050000000
PORTFOLIO DESIGN003110342231300000002
PRODUCT PHOTOGRAPHY230210022331201020030
PROFESSIONAL PRACTICE313231244333233133133
RESEARCH TECHNIQUES000000000000000300000
SEARCH ENGINE OPTIMIZATION and ANALYSIS001011322120003221000
SHORT FILM MAKING001002021321203220002
SOUND DESIGN and EFFECTS 002200000002000000000
SPSS PRACTICES in COMMUNICATION STUDIES000010000000000000000
TURKISH CINEMA000000000000000102010
TURKISH LANGUAGE II110000000000000000000
TYPOGRAPHY000000000100000000000
VISUAL ARTS and SOFTWARE APPLICATIONS540000000000000000000
VISUAL CULTURE330111000030301111000
VISUAL EFFECT and PRACTICE213222321222221122013
VOLUNTEERING111121121111111121141
WEB DESIGN000000012102000000000
İlişkili Ders Sayısı / 83/1071231205380735062938096537087147145744176327

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: 09/08/2022 - 15:29Son Güncelleme Tarihi: 01/07/2024 - 09:21