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Program Information

Aim

New Media and Communication Systems Program, aims to graduate individuals who have a good command of using new communication channels, who have new media literacy and digital literacy skills; who have the ability to develop communication strategies, who follow innovations and who have awareness towards work ethics.

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 successfully complete all compulsory / elective theoretical and applied courses in the program and successfully complete a total of at least 240 ECTS courses are eligible to receive a bachelor's degree. Graduation success is determined by the overall weighted grade point average. Within the scope of the New Media and Communication program, among the graduation criteria of the students is the successful completion of the Occupational Health and Safety training. This training aims to provide students with the skills to recognize potential risks that may be encountered in the workplace, to adopt safe working methods and to exhibit behaviors in accordance with health and safety rules in the working environment. Students are required to complete this training and obtain the Occupational Health and Safety certificate in order to be eligible for graduation. This certificate has been determined as a compulsory requirement 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
YMİ1138080INTRODUCTION to COMMUNICATION SCIENCETurkish336
YMİ1138090INTRODUCTION to POLITICAL SCIENCETurkish335
YMİ1140430FUNDAMENTALS of LAWTurkish335
YMİ1138150INTRODUCTION to NEW MEDIA and COMM. SYSTEMSTurkish336
ATA1110800HISTORY of the TURKISH REPUBLIC ITurkish222
İNG1111600ENGLISH IEnglish334
TDL1110200TURKISH LANGUAGE ITurkish222
Spring Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
YMİ1238120COMMUNICATION LAWTurkish335
YMİ1238210INTRODUCTION to SOCIOLOGYTurkish335
YMİ1238220MEDIA HISTORYTurkish336
YMİ1274080INTRODUCTION to INFORMATIONTurkish336
ATA1210000HISTORY of the TURKISH REPUBLIC IITurkish222
İNG1211700ENGLISH IIEnglish334
TDL1220000TURKISH LANGUAGE IITurkish222

Program Qualification

Theoretical, Factual

Knows the basic concepts and theoretical grounds related to the field.
Determines the facts related to New Media and Communication Systems and analyzes these facts with various dimensions.


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

1- Having basic theoretical and practical knowledge supported by textbooks, application tools and other resources containing up-to-date information in its field based on the competencies gained at the secondary education level.

1 - Knows the basic concepts and theoretical grounds related to the field.

SKILLS
Cognitive, Practical

1- Uses basic theoretical and practical knowledge acquired in the field of human sciences at the same level of advanced education in the same field or at the same level.

1 - Knows the basic concepts and theoretical grounds related to the field.

2- Interpreting and evaluating data, identifying problems, analysing them, and developing evidence-based solution suggestions by using basic knowledge and skills acquired in the field.

4 - Plans new media projects and implements them.

COMPETENCIES
Ability to work independently and take responsibility

7- Using, analyzing and implementing the basic knowledge and skills acquired in the field of transportation in the field of community service.

5 - Takes responsibility when necessary in the field related projects and proposes solutions to emerging problems.

4- Having the linguistic, artistic and cultural accumulation required by the basic level of qualified manpower required in the field of human sciences.

6 - Takes place as a member in a project-based teamwork; leads projects and plans events.

1- Conducting a basic level study on the field of humanities independently.

6 - Takes place as a member in a project-based teamwork; leads projects and plans events.

Learning Competence

2- Taking responsibility as a team member to solve unpredictable and complex problems encountered in applications related to the field of human sciences.

2 - Determines the facts related to New Media and Communication Systems and analyzes these facts with various dimensions.

3- Carrying out activities for the development of employees under its responsibility within the framework of a project carried out in social, cultural and artistic fields.

6 - Takes place as a member in a project-based teamwork; leads projects and plans events.

1- Evaluating the basic knowledge and skills acquired in the field with a critical approach, identifying and meeting learning needs.

8 - Has a high awareness towards lifelong learning. Follows the developments, innovations, opinions, methods and techniques regularly and uses them efficiently.

Communication and Social Competence

2- Directing their education to an advanced education level in the same field or to a profession at the same level.

4 - Plans new media projects and implements them.

3- Creating lifelong learning awareness in the fields of culture, art and education.

7 - Observes the theoretical and factual problems with scientific methods related to new media and communication systems disciplines and sub-disciplines; analyzes the findings and presents them in scientific publications.

1- Conveying its basic knowledge and skills in the field of humanities through the most appropriate communication tools in the fields of education, culture and art.

1 - Knows the basic concepts and theoretical grounds related to the field.

2- Discussing their thoughts on humanities and solutions to problems in the fields of education, culture and art with experts and non-experts.

9 - To be able to communicate orally and in writing in a foreign language at least at the B1 level of the European Language Portfolio.

3-Being able to monitor the information in the field and communicate with colleagues by using a foreign language at least at the General Level of the European Language Portfolio A2.

4 - Plans new media projects and implements them.

Field-based Competence

4- Using information and communication technologies together with computer software at the Basic Level of the European Computer Use License required by the field.

7 - Observes the theoretical and factual problems with scientific methods related to new media and communication systems disciplines and sub-disciplines; analyzes the findings and presents them in scientific publications.

1- Oserving scientific, cultural, artistic and ethical values during the collection, implementation and announcement of data related to the field of humanities.

12 - Acts in accordance with ethical codes in professional and scientific works.

2- Values the universality of social, cultural and artistic rights in the field of human sciences, has social justice awareness, has historical and cultural heritage, attaches importance to social and cultural values.

6 - Takes place as a member in a project-based teamwork; leads projects and plans events.

3-Conscious of protecting the environment.

10 - Utilizes new communication technologies efficiently in professional and scientific works and follows the developments in new communication technologies regularly.

4- Acting and participating in quality management and processes in social, cultural and artistic areas.

12 - Acts in accordance with ethical codes in professional and scientific works.

Employment Opportunities

Graduates can work in public organizations, private sector, research institutes or universities. Graduates of the Department of New Media and Communication Systems can work in institutions and organizations that make use of the Internet and mobile networks in various ways. These positions include; "New Media Reporter", "Editor" or "Producer" in media organizations that carry out their broadcasting activities on the Internet and mobile media; "Social Media Manager" of public or private institutions and organizations; "Internet and Mobile Marketing Manager or Entrepreneur"; New Media researchers who research and report the individual, social, economic, cultural, political, legal and ethical effects of New Media for academic or commercial organizations.

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 the semester 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. Başak GEZMEN

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

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

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

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)

Course - Program Competencies Relations

Course1234567891011121314151617
3D ANIMATION APPLICATIONS44444231150044000
ADVERTISEMENT ANALYSIS00000044030304000
AESTHETICS and ART PHILOSOPHY13132112112300300
ANIMATION00010000000022000
ART and DESIGN21223213121301300
BASIC PHOTOGRAPHY00000000000010000
BLOCKCHAIN23000005030030000
BRAND COMMUNICATION and MANAGEMENT00001111111111000
CAMERA APPLICATIONS21244334454453000
CODING APPLICATIONS 00000000000020000
COMMUNICATION and PRESENTATION TECHNIQUES02033305000002000
COMMUNICATION LAW21332431412544000
COMMUNICATION SOCIOLOGY33333333333333000
COMMUNICATION THEORIES55533355333534000
CONSUMER BEHAVIOR00001122212220001
CROSS-CULTURAL COMMUNICATION04003000000500000
DATA JOURNALISM 21222122323211000
DATA MINING21111221111211000
DESKTOP PUBLISHING00111002030133000
DIGITAL CONTENT PRODUCTION11231212132113000
DIGITAL GAME DESIGN00021100000031000
DIGITAL MARKETING55555555555555000
DIGITAL MEDIA and SOCIETY22013310032320100
DIGITAL MEDIA LITERACY13221023031020101
DIGITAL MEDIA PLANNING22322311131113101
DIGITAL MEDIA STUDIO I00344400000054000
DIGITAL MEDIA STUDIO II00121200000002000
DIGITAL SCRIPTING43454400000044000
DIGITAL TRANSFORMATION and GOVERNMENT21212121221121221
DIGITAL TRANSFORMATION in PUBLISHING22321121121131000
EDITING APPLICATIONS I34453454453455000
EDITING APPLICATIONS II23234234422443000
ENGLISH I00000002530000000
ENGLISH II00000002530000000
ENTREPRENEURSHIP35555555455555000
EXPERIENCE DESIGN and HUMAN-COMPUTER INTERACTIONS00000000020021000
FILM ANALYSIS and CRITICISM45335343000030000
FUNDAMENTALS of LAW12321242511321000
GAMIFICATION APPLICATIONS11223313030023000
GRAPHIC ANIMATION00020300020022000
INTERPERSONEL COMMONICATION23424423332342213
INTRO to GAMIFICATION10334203030112000
INTRODUCTION to CODING00000000000010000
INTRODUCTION to COMMUNICATION SCIENCE21134125045214001
INTRODUCTION to DIGITAL GAME DESIGN00555500000055000
INTRODUCTION to ECONOMICS00320303000022000
INTRODUCTION to GENERICS DESIGN32122322123301000
INTRODUCTION to INFORMATION32323104050050000
INTRODUCTION to NEW MEDIA and COMM. SYSTEMS12212112211233001
INTRODUCTION to POLITICAL SCIENCE00111001021112403
INTRODUCTION to PSYCHOLOGY10002203012201100
INTRODUCTION to SOCIOLOGY11020534042000000
JOURNALISM APPLICATIONS12221221322213000
LITERATURE and COMMUNICATION11221112122221000
MEDIA ANALYSIS and DISCOURSE12122112211123000
MEDIA and LANGUAGE APPLICATIONS00443300503003000
MEDIA and MIGRATION10233112013213312
MEDIA and SOCIAL MOVEMENTS12211212221111000
MEDIA and VIOLENCE23342333033542300
MEDIA HISTORY32000001030110000
MEDIA MANAGEMENT21221211221212000
MOBILE NEWS and CITIZEN JOURNALISM33234313040021000
MOBILE APPLICATION DESIGN00021000020030000
MUSIC INDUSTRY22221331212221000
NEW MEDIA and ADVENTISING22343424252334000
NEW MEDIA and COMMUNICATIONS PROJECT22343322032123101
NEW MEDIA and INFORMATION SECURITY12212321212212000
NEW MEDIA and POLITICAL11121100010030000
NEW MEDIA APPLICATIONS45555555455555000
NEW MEDIA RESEARCH33030142020133000
NEW MEDIA THEORIES21221212232122000
NEWS WRITING44535433553553000
OCCUPATIONAL HEALTH and SAFETY00000000000000050
ONLINE JOURNALISM23220102040123001
PAGE DESIGN00050002000043000
PHILOSOPHY of COMMUNICATION55123355531501000
PODCAST PUBLISHING and MARKETING22341110040033000
POLITICAL COMMUNICATION02020202200405000
PROFESSIONAL ENGLISH I22311041120331000
PROFESSIONAL PRACTICE33334322121344131
PUBLIC OPINION RESEARCH12113123123112000
RADIO BROADCASTING43554325254425000
RESEARCH TECHNIQUES00000030000000000
SEARCH ENGINE OPTIMIZATION and ANALYSIS11213233021301000
SEMIOLOGY00300053000002000
SOCIAL CRM22132301011112001
SOCIAL MEDIA APPLICATIONS01231002030033103
SOCIAL MEDIA APPLICATIONS and PUBLISHING44343300000004000
SOCIAL RESPONSIBILITY CAMPAIGNS22234434334444443
SOFTWARE APPLICATIONS00000001030030000
SOUND DESIGN and TECHNOLOGIES33454435454355000
SPORT MEDIA00333002000000000
SPSS PRACTICES in COMMUNICATION STUDIES00000030000000000
THEMATIC BROADCASTING55555555555555000
TV BROADCASTING23321100031223101
TYPOGRAPHY and DESIGN00112202300131000
VISUAL CULTURE02001112002300300
VOLUNTEERING11121211114311411
WEB DESIGN00000001000021000
İlişkili Ders Sayısı / 99/113147163182212192191152200127202127163203200391726

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 - 15:39Son Güncelleme Tarihi: 01/07/2024 - 09:29