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 | ||||||
Code | Course | Language of Instruction | T+U | UK | ECTS | Download |
YMİ1138080 | INTRODUCTION to COMMUNICATION SCIENCE | Turkish | 3 | 3 | 6 | |
YMİ1138090 | INTRODUCTION to POLITICAL SCIENCE | Turkish | 3 | 3 | 5 | |
YMİ1140430 | FUNDAMENTALS of LAW | Turkish | 3 | 3 | 5 | |
YMİ1138150 | INTRODUCTION to NEW MEDIA and COMM. SYSTEMS | Turkish | 3 | 3 | 6 | |
ATA1110800 | HISTORY of the TURKISH REPUBLIC I | Turkish | 2 | 2 | 2 | |
İNG1111600 | ENGLISH I | English | 3 | 3 | 4 | |
TDL1110200 | TURKISH LANGUAGE I | Turkish | 2 | 2 | 2 |
Spring Semester Courses Plan | ||||||
Code | Course | Language of Instruction | T+U | UK | ECTS | Download |
YMİ1238120 | COMMUNICATION LAW | Turkish | 3 | 3 | 5 | |
YMİ1238210 | INTRODUCTION to SOCIOLOGY | Turkish | 3 | 3 | 5 | |
YMİ1238220 | MEDIA HISTORY | Turkish | 3 | 3 | 6 | |
YMİ1274080 | INTRODUCTION to INFORMATION | Turkish | 3 | 3 | 6 | |
ATA1210000 | HISTORY of the TURKISH REPUBLIC II | Turkish | 2 | 2 | 2 | |
İNG1211700 | ENGLISH II | English | 3 | 3 | 4 | |
TDL1220000 | TURKISH LANGUAGE II | Turkish | 2 | 2 | 2 |
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 Qualification | Program 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.
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1 - Knows the basic concepts and theoretical grounds related to the field.
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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.
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1 - Knows the basic concepts and theoretical grounds related to the field.
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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.
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4 - Plans new media projects and implements them.
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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.
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5 - Takes responsibility when necessary in the field related projects and proposes solutions to emerging problems.
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4- Having the linguistic, artistic and cultural accumulation required by the basic level of qualified manpower required in the field of human sciences.
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6 - Takes place as a member in a project-based teamwork; leads projects and plans events.
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1- Conducting a basic level study on the field of humanities independently.
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6 - Takes place as a member in a project-based teamwork; leads projects and plans events.
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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.
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2 - Determines the facts related to New Media and Communication Systems and analyzes these facts with various dimensions.
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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.
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6 - Takes place as a member in a project-based teamwork; leads projects and plans events.
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1- Evaluating the basic knowledge and skills acquired in the field with a critical approach, identifying and meeting learning needs.
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8 - Has a high awareness towards lifelong learning. Follows the developments, innovations, opinions, methods and techniques regularly and uses them efficiently.
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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.
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4 - Plans new media projects and implements them.
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3- Creating lifelong learning awareness in the fields of culture, art and education.
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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.
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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.
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1 - Knows the basic concepts and theoretical grounds related to the field.
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2- Discussing their thoughts on humanities and solutions to problems in the fields of education, culture and art with experts and non-experts.
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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.
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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.
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4 - Plans new media projects and implements them.
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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.
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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.
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1- Oserving scientific, cultural, artistic and ethical values during the collection, implementation and announcement of data related to the field of humanities.
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12 - Acts in accordance with ethical codes in professional and scientific works.
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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.
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6 - Takes place as a member in a project-based teamwork; leads projects and plans events.
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3-Conscious of protecting the environment.
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10 - Utilizes new communication technologies efficiently in professional and scientific works and follows the developments in new communication technologies regularly.
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4- Acting and participating in quality management and processes in social, cultural and artistic areas.
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12 - Acts in accordance with ethical codes in professional and scientific works.
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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 TimeAssessment 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 GEZMENLearning 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
Course | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3D ANIMATION APPLICATIONS | 4 | 4 | 4 | 4 | 4 | 2 | 3 | 1 | 1 | 5 | 0 | 0 | 4 | 4 | 0 | 0 | 0 |
ADVERTISEMENT ANALYSIS | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 4 | 0 | 3 | 0 | 3 | 0 | 4 | 0 | 0 | 0 |
AESTHETICS and ART PHILOSOPHY | 1 | 3 | 1 | 3 | 2 | 1 | 1 | 2 | 1 | 1 | 2 | 3 | 0 | 0 | 3 | 0 | 0 |
ANIMATION | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 2 | 0 | 0 | 0 |
ART and DESIGN | 2 | 1 | 2 | 2 | 3 | 2 | 1 | 3 | 1 | 2 | 1 | 3 | 0 | 1 | 3 | 0 | 0 |
BASIC PHOTOGRAPHY | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 |
BLOCKCHAIN | 2 | 3 | 0 | 0 | 0 | 0 | 0 | 5 | 0 | 3 | 0 | 0 | 3 | 0 | 0 | 0 | 0 |
BRAND COMMUNICATION and MANAGEMENT | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 |
CAMERA APPLICATIONS | 2 | 1 | 2 | 4 | 4 | 3 | 3 | 4 | 4 | 5 | 4 | 4 | 5 | 3 | 0 | 0 | 0 |
CODING APPLICATIONS | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 0 |
COMMUNICATION and PRESENTATION TECHNIQUES | 0 | 2 | 0 | 3 | 3 | 3 | 0 | 5 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 |
COMMUNICATION LAW | 2 | 1 | 3 | 3 | 2 | 4 | 3 | 1 | 4 | 1 | 2 | 5 | 4 | 4 | 0 | 0 | 0 |
COMMUNICATION SOCIOLOGY | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 0 | 0 | 0 |
COMMUNICATION THEORIES | 5 | 5 | 5 | 3 | 3 | 3 | 5 | 5 | 3 | 3 | 3 | 5 | 3 | 4 | 0 | 0 | 0 |
CONSUMER BEHAVIOR | 0 | 0 | 0 | 0 | 1 | 1 | 2 | 2 | 2 | 1 | 2 | 2 | 2 | 0 | 0 | 0 | 1 |
CROSS-CULTURAL COMMUNICATION | 0 | 4 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 5 | 0 | 0 | 0 | 0 | 0 |
DATA JOURNALISM | 2 | 1 | 2 | 2 | 2 | 1 | 2 | 2 | 3 | 2 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
DATA MINING | 2 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 0 | 0 | 0 |
DESKTOP PUBLISHING | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 2 | 0 | 3 | 0 | 1 | 3 | 3 | 0 | 0 | 0 |
DIGITAL CONTENT PRODUCTION | 1 | 1 | 2 | 3 | 1 | 2 | 1 | 2 | 1 | 3 | 2 | 1 | 1 | 3 | 0 | 0 | 0 |
DIGITAL GAME DESIGN | 0 | 0 | 0 | 2 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 1 | 0 | 0 | 0 |
DIGITAL MARKETING | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 0 | 0 | 0 |
DIGITAL MEDIA and SOCIETY | 2 | 2 | 0 | 1 | 3 | 3 | 1 | 0 | 0 | 3 | 2 | 3 | 2 | 0 | 1 | 0 | 0 |
DIGITAL MEDIA LITERACY | 1 | 3 | 2 | 2 | 1 | 0 | 2 | 3 | 0 | 3 | 1 | 0 | 2 | 0 | 1 | 0 | 1 |
DIGITAL MEDIA PLANNING | 2 | 2 | 3 | 2 | 2 | 3 | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 3 | 1 | 0 | 1 |
DIGITAL MEDIA STUDIO I | 0 | 0 | 3 | 4 | 4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 5 | 4 | 0 | 0 | 0 |
DIGITAL MEDIA STUDIO II | 0 | 0 | 1 | 2 | 1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 |
DIGITAL SCRIPTING | 4 | 3 | 4 | 5 | 4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 4 | 0 | 0 | 0 |
DIGITAL TRANSFORMATION and GOVERNMENT | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 2 | 1 | 1 | 2 | 1 | 2 | 2 | 1 |
DIGITAL TRANSFORMATION in PUBLISHING | 2 | 2 | 3 | 2 | 1 | 1 | 2 | 1 | 1 | 2 | 1 | 1 | 3 | 1 | 0 | 0 | 0 |
EDITING APPLICATIONS I | 3 | 4 | 4 | 5 | 3 | 4 | 5 | 4 | 4 | 5 | 3 | 4 | 5 | 5 | 0 | 0 | 0 |
EDITING APPLICATIONS II | 2 | 3 | 2 | 3 | 4 | 2 | 3 | 4 | 4 | 2 | 2 | 4 | 4 | 3 | 0 | 0 | 0 |
ENGLISH I | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
ENGLISH II | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
ENTREPRENEURSHIP | 3 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 5 | 5 | 5 | 5 | 5 | 0 | 0 | 0 |
EXPERIENCE DESIGN and HUMAN-COMPUTER INTERACTIONS | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 2 | 1 | 0 | 0 | 0 |
FILM ANALYSIS and CRITICISM | 4 | 5 | 3 | 3 | 5 | 3 | 4 | 3 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 |
FUNDAMENTALS of LAW | 1 | 2 | 3 | 2 | 1 | 2 | 4 | 2 | 5 | 1 | 1 | 3 | 2 | 1 | 0 | 0 | 0 |
GAMIFICATION APPLICATIONS | 1 | 1 | 2 | 2 | 3 | 3 | 1 | 3 | 0 | 3 | 0 | 0 | 2 | 3 | 0 | 0 | 0 |
GRAPHIC ANIMATION | 0 | 0 | 0 | 2 | 0 | 3 | 0 | 0 | 0 | 2 | 0 | 0 | 2 | 2 | 0 | 0 | 0 |
INTERPERSONEL COMMONICATION | 2 | 3 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 3 | 2 | 3 | 4 | 2 | 2 | 1 | 3 |
INTRO to GAMIFICATION | 1 | 0 | 3 | 3 | 4 | 2 | 0 | 3 | 0 | 3 | 0 | 1 | 1 | 2 | 0 | 0 | 0 |
INTRODUCTION to CODING | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 |
INTRODUCTION to COMMUNICATION SCIENCE | 2 | 1 | 1 | 3 | 4 | 1 | 2 | 5 | 0 | 4 | 5 | 2 | 1 | 4 | 0 | 0 | 1 |
INTRODUCTION to DIGITAL GAME DESIGN | 0 | 0 | 5 | 5 | 5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 5 | 5 | 0 | 0 | 0 |
INTRODUCTION to ECONOMICS | 0 | 0 | 3 | 2 | 0 | 3 | 0 | 3 | 0 | 0 | 0 | 0 | 2 | 2 | 0 | 0 | 0 |
INTRODUCTION to GENERICS DESIGN | 3 | 2 | 1 | 2 | 2 | 3 | 2 | 2 | 1 | 2 | 3 | 3 | 0 | 1 | 0 | 0 | 0 |
INTRODUCTION to INFORMATION | 3 | 2 | 3 | 2 | 3 | 1 | 0 | 4 | 0 | 5 | 0 | 0 | 5 | 0 | 0 | 0 | 0 |
INTRODUCTION to NEW MEDIA and COMM. SYSTEMS | 1 | 2 | 2 | 1 | 2 | 1 | 1 | 2 | 2 | 1 | 1 | 2 | 3 | 3 | 0 | 0 | 1 |
INTRODUCTION to POLITICAL SCIENCE | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 1 | 0 | 2 | 1 | 1 | 1 | 2 | 4 | 0 | 3 |
INTRODUCTION to PSYCHOLOGY | 1 | 0 | 0 | 0 | 2 | 2 | 0 | 3 | 0 | 1 | 2 | 2 | 0 | 1 | 1 | 0 | 0 |
INTRODUCTION to SOCIOLOGY | 1 | 1 | 0 | 2 | 0 | 5 | 3 | 4 | 0 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
JOURNALISM APPLICATIONS | 1 | 2 | 2 | 2 | 1 | 2 | 2 | 1 | 3 | 2 | 2 | 2 | 1 | 3 | 0 | 0 | 0 |
LITERATURE and COMMUNICATION | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 2 | 1 | 2 | 2 | 2 | 2 | 1 | 0 | 0 | 0 |
MEDIA ANALYSIS and DISCOURSE | 1 | 2 | 1 | 2 | 2 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 2 | 3 | 0 | 0 | 0 |
MEDIA and LANGUAGE APPLICATIONS | 0 | 0 | 4 | 4 | 3 | 3 | 0 | 0 | 5 | 0 | 3 | 0 | 0 | 3 | 0 | 0 | 0 |
MEDIA and MIGRATION | 1 | 0 | 2 | 3 | 3 | 1 | 1 | 2 | 0 | 1 | 3 | 2 | 1 | 3 | 3 | 1 | 2 |
MEDIA and SOCIAL MOVEMENTS | 1 | 2 | 2 | 1 | 1 | 2 | 1 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | 0 | 0 | 0 |
MEDIA and VIOLENCE | 2 | 3 | 3 | 4 | 2 | 3 | 3 | 3 | 0 | 3 | 3 | 5 | 4 | 2 | 3 | 0 | 0 |
MEDIA HISTORY | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 3 | 0 | 1 | 1 | 0 | 0 | 0 | 0 |
MEDIA MANAGEMENT | 2 | 1 | 2 | 2 | 1 | 2 | 1 | 1 | 2 | 2 | 1 | 2 | 1 | 2 | 0 | 0 | 0 |
MOBILE NEWS and CITIZEN JOURNALISM | 3 | 3 | 2 | 3 | 4 | 3 | 1 | 3 | 0 | 4 | 0 | 0 | 2 | 1 | 0 | 0 | 0 |
MOBILE APPLICATION DESIGN | 0 | 0 | 0 | 2 | 1 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 3 | 0 | 0 | 0 | 0 |
MUSIC INDUSTRY | 2 | 2 | 2 | 2 | 1 | 3 | 3 | 1 | 2 | 1 | 2 | 2 | 2 | 1 | 0 | 0 | 0 |
NEW MEDIA and ADVENTISING | 2 | 2 | 3 | 4 | 3 | 4 | 2 | 4 | 2 | 5 | 2 | 3 | 3 | 4 | 0 | 0 | 0 |
NEW MEDIA and INFORMATION SECURITY | 1 | 2 | 2 | 1 | 2 | 3 | 2 | 1 | 2 | 1 | 2 | 2 | 1 | 2 | 0 | 0 | 0 |
NEW MEDIA and POLITICAL | 1 | 1 | 1 | 2 | 1 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 3 | 0 | 0 | 0 | 0 |
NEW MEDIA APPLICATIONS | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 5 | 5 | 5 | 5 | 5 | 0 | 0 | 0 |
NEW MEDIA RESEARCH | 3 | 3 | 0 | 3 | 0 | 1 | 4 | 2 | 0 | 2 | 0 | 1 | 3 | 3 | 0 | 0 | 0 |
NEW MEDIA THEORIES | 2 | 1 | 2 | 2 | 1 | 2 | 1 | 2 | 2 | 3 | 2 | 1 | 2 | 2 | 0 | 0 | 0 |
NEWS WRITING | 4 | 4 | 5 | 3 | 5 | 4 | 3 | 3 | 5 | 5 | 3 | 5 | 5 | 3 | 0 | 0 | 0 |
OCCUPATIONAL HEALTH and SAFETY | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 5 | 0 |
ONLINE JOURNALISM | 2 | 3 | 2 | 2 | 0 | 1 | 0 | 2 | 0 | 4 | 0 | 1 | 2 | 3 | 0 | 0 | 1 |
PAGE DESIGN | 0 | 0 | 0 | 5 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 4 | 3 | 0 | 0 | 0 |
PHILOSOPHY of COMMUNICATION | 5 | 5 | 1 | 2 | 3 | 3 | 5 | 5 | 5 | 3 | 1 | 5 | 0 | 1 | 0 | 0 | 0 |
PODCAST PUBLISHING and MARKETING | 2 | 2 | 3 | 4 | 1 | 1 | 1 | 0 | 0 | 4 | 0 | 0 | 3 | 3 | 0 | 0 | 0 |
POLITICAL COMMUNICATION | 0 | 2 | 0 | 2 | 0 | 2 | 0 | 2 | 2 | 0 | 0 | 4 | 0 | 5 | 0 | 0 | 0 |
PROFESSIONAL ENGLISH I | 2 | 2 | 3 | 1 | 1 | 0 | 4 | 1 | 1 | 2 | 0 | 3 | 3 | 1 | 0 | 0 | 0 |
PROFESSIONAL PRACTICE | 3 | 3 | 3 | 3 | 4 | 3 | 2 | 2 | 1 | 2 | 1 | 3 | 4 | 4 | 1 | 3 | 1 |
PUBLIC OPINION RESEARCH | 1 | 2 | 1 | 1 | 3 | 1 | 2 | 3 | 1 | 2 | 3 | 1 | 1 | 2 | 0 | 0 | 0 |
RADIO BROADCASTING | 4 | 3 | 5 | 5 | 4 | 3 | 2 | 5 | 2 | 5 | 4 | 4 | 2 | 5 | 0 | 0 | 0 |
RESEARCH TECHNIQUES | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
SEARCH ENGINE OPTIMIZATION and ANALYSIS | 1 | 1 | 2 | 1 | 3 | 2 | 3 | 3 | 0 | 2 | 1 | 3 | 0 | 1 | 0 | 0 | 0 |
SEMIOLOGY | 0 | 0 | 3 | 0 | 0 | 0 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 |
SOCIAL CRM | 2 | 2 | 1 | 3 | 2 | 3 | 0 | 1 | 0 | 1 | 1 | 1 | 1 | 2 | 0 | 0 | 1 |
SOCIAL MEDIA APPLICATIONS | 0 | 1 | 2 | 3 | 1 | 0 | 0 | 2 | 0 | 3 | 0 | 0 | 3 | 3 | 1 | 0 | 3 |
SOCIAL MEDIA APPLICATIONS and PUBLISHING | 4 | 4 | 3 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 0 | 0 |
SOCIAL RESPONSIBILITY CAMPAIGNS | 2 | 2 | 2 | 3 | 4 | 4 | 3 | 4 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
SOFTWARE APPLICATIONS | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 3 | 0 | 0 | 3 | 0 | 0 | 0 | 0 |
SOUND DESIGN and TECHNOLOGIES | 3 | 3 | 4 | 5 | 4 | 4 | 3 | 5 | 4 | 5 | 4 | 3 | 5 | 5 | 0 | 0 | 0 |
SPORT MEDIA | 0 | 0 | 3 | 3 | 3 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
SPSS PRACTICES in COMMUNICATION STUDIES | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
THEMATIC BROADCASTING | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 0 | 0 | 0 |
TV BROADCASTING | 2 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 3 | 1 | 2 | 2 | 3 | 1 | 0 | 1 |
TYPOGRAPHY and DESIGN | 0 | 0 | 1 | 1 | 2 | 2 | 0 | 2 | 3 | 0 | 0 | 1 | 3 | 1 | 0 | 0 | 0 |
VISUAL CULTURE | 0 | 2 | 0 | 0 | 1 | 1 | 1 | 2 | 0 | 0 | 2 | 3 | 0 | 0 | 3 | 0 | 0 |
VOLUNTEERING | 1 | 1 | 1 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 4 | 3 | 1 | 1 | 4 | 1 | 1 |
İlişkili Ders Sayısı / 97/113 | 145 | 161 | 179 | 208 | 189 | 188 | 150 | 197 | 127 | 199 | 125 | 162 | 199 | 196 | 38 | 17 | 25 |
Surveys for Students
Öğretim elemanı değerlendirme anketi | Kesinlikle katılmıyorum | Katılmıyorum | Kısmen katılıyorum | Katılıyorum | Kesinlikle katılıyorum | Fikrim 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 |