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Program Information

Aim

The graduates of the Department of Electrical and Electronics Engineering will be able to (1) successfully take part in different stages of design, production, application and R&D studies in national/international institutions, (2) carry out postgraduate education and research by following scientific and technological developments at national/international universities and research institution, (3) establish companies that develop solutions/products incorporating new technologies.

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 (YKS). 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 (YKS). 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 must successfully finish all courses and internships set by the program taking at least 240 ECTS credits in total, to be granted with the Bachelor's degree. Graduation eligibility is determined by academic average score. For this purpose, the sum of the weighted scores of all courses taken throughout the education is divided by the sum of ECTS values.

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
EEE1110745CALCULUS IEnglish446
EEE1110746PHYSICS IEnglish335
EEE1110747PHYSICS I LABEnglish0+212
EEE1110749ACADEMIC COMMUNICATION SKILLS IEnglish222
EEE1110751CALCULUS IIEnglish446
EEE1110782INTRODUCTION to ELECTRICAL-ELECTRONICS ENGINEERINGEnglish2+234
EEE1113180INTRODUCTION to PROGRAMMING English3+246
EEE1110757GENERAL CHEMISTRYEnglish335
ATA1110300HISTORY of the TURKISH REPUBLIC IEnglish222
TDL1110400TURKISH LANGUAGE ITurkish222
Spring Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
EEE1210745CALCULUS IEnglish446
EEE1210751CALCULUS IIEnglish446
EEE1210752PHYSICS IIEnglish335
EEE1210753PHYSICS II LABEnglish0+212
EEE1210755ACADEMIC COMMUNICATION SKILLS IIEnglish222
EEE1213180INTRODUCTION to PROGRAMMING English3+246
EEE1218970DISCRETE MATHEMATICSEnglish335
EEE1210781MEDICAL BIOLOGYEnglish334
EEE1210757GENERAL CHEMISTRYEnglish335
EEE1212508ADVANCED PROGRAMMINGEnglish3+245
EEE1213240INTRODUCTION to MATERIAL SCIENCE English335
ATA1210500HISTORY of the TURKISH REPUBLIC IIEnglish222
TDL1210600TURKISH LANGUAGE IITurkish222

Program Qualification

Theoretical, Factual

An ability to apply knowledge of mathematics, science, and engineering


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



1 - An ability to apply knowledge of mathematics, science, and engineering

SKILLS
Cognitive, Practical



1 - An ability to apply knowledge of mathematics, science, and engineering



2 - An ability to identify, formulate, and solve engineering problems



3 - An ability to design a system, component, or process to meet desired needs within realistic constraints such as economic, environmental, social, political, ethical, health and safety, manufacturability, and sustainability



4 - An ability to use the techniques, skills, and modern engineering tools necessary for engineering practice



5 - An ability to design and conduct experiments, as well as to analyze and interpret data

COMPETENCIES
Ability to work independently and take responsibility



6 - An ability to function on multidisciplinary teams



8 - A recognition of the need for, and an ability to engage in life-long learning

Learning Competence



8 - A recognition of the need for, and an ability to engage in life-long learning



8 - A recognition of the need for, and an ability to engage in life-long learning



1 - An ability to apply knowledge of mathematics, science, and engineering



2 - An ability to identify, formulate, and solve engineering problems



3 - An ability to design a system, component, or process to meet desired needs within realistic constraints such as economic, environmental, social, political, ethical, health and safety, manufacturability, and sustainability



4 - An ability to use the techniques, skills, and modern engineering tools necessary for engineering practice



6 - An ability to function on multidisciplinary teams

Communication and Social Competence



4 - An ability to use the techniques, skills, and modern engineering tools necessary for engineering practice



7 - An ability to communicate effectively



7 - An ability to communicate effectively



8 - A recognition of the need for, and an ability to engage in life-long learning



9 - An understanding of professional and ethical responsibility

10 - A knowledge of contemporary issues

11 - The broad education necessary to understand the impact of engineering solutions in a global, economic, environmental, and societal context

Field-based Competence



9 - An understanding of professional and ethical responsibility



10 - A knowledge of contemporary issues

11 - The broad education necessary to understand the impact of engineering solutions in a global, economic, environmental, and societal context



11 - The broad education necessary to understand the impact of engineering solutions in a global, economic, environmental, and societal context

Employment Opportunities

Graduates may find jobs in public and private sectors, research institutes, and universities

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

Head of Department/Program

Head Of Department

Prof.Dr. Bahadır Kürşat GÜNTÜRK

Learning Experiences

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

Learning Experiences *

Learning Activities

Tools Used

Discussion Method

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

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

Demonstration Method

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

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

Problem Solving Method

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

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

Case Study Method

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

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

Self Study Method

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

Library, e-library, laboratory, workshop

Question - Answer Technique

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

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

Experimental Technique

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

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

Micro Teaching Technique

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

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

Brainstorming Technique

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

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

Project Based Learning Model

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

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

Reverse Brainstorming Technique

Identifying problems, sorting problems, classifying problems

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

Simulation Technique

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

Simulation environment, Computer

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

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

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

Course1234567891011
ACADEMIC COMMUNICATION SKILLS I00000253000
ACADEMIC COMMUNICATION SKILLS II00000253000
ADVANCED PROGRAMMING00050034000
ADVANCED ROBOTICS55552354243
ALGORITHM ANALYSIS03530000000
ANALOG CIRCUIT DESIGN35544432342
APPLICATION DEVELOPMENT for MOBILE DEVICES00454003030
APPLIED MICROWAVE ENGINEERING55455352110
APPLIED STATISTICS54054300000
ARTIFICIAL NEURAL NETWORKS00344000000
BIOINFORMATICS03320002002
BIOMEDICAL OPTICS24452000000
BIOSENSORS54424445105
CALCULUS I51100000000
CALCULUS II51100000000
CALCULUS III51122000000
CIRCUITS I55535530000
CIRCUITS II45555330000
COMMUNICATION SYSTEMS55333244320
COMPUTER ORGANIZATION54334011100
CONTROL SYSTEMS55553555441
DATA COMMUNICATION and COMPUTER NETWORKS00243000000
DATA SCIENCE00442003010
DATA STRUCTURES35450000000
DATABASES03542002000
DIFFERENTIAL EQUATIONS53000000000
DIGITAL COMMUNICATIONS13430000000
DIGITAL LOGIC DESIGN55544330000
DIGITAL MİCROELEKTRONIC DESIGN 00544000000
DIGITAL SIGNAL PROCESSING55554131030
DISCRETE MATHEMATICS55030003002
ELECTROMAGNETICS55330000000
ELECTRONICS I55555553333
ELECTRONICS II55555553333
EMBEDDED SYSTEMS00543000000
ENGINEERING ECONOMICS55144332000
ENGINEERING PROJECT I55555555553
ENGINEERING PROJECT II55555454554
FUNDAMENTALS of PHOTONICS and ELECTRO-OPTICS44431331100
GENERAL CHEMISTRY22000321000
HISTORY of the TURKISH REPUBLIC II00000011000
HISTORY of the TURKISH REPUBLIC I00000001000
HUMAN MACHINE INTERACTION00450000000
INNOVATION and ENTREPRENEURSHIP23333544455
INTRODUCTION to COMMUNICATION CIRCUITS00534000000
INTRODUCTION to ELECTRICAL-ELECTRONICS ENGINEERING43244454433
INTRODUCTION to MATERIAL SCIENCE 51105555300
INTRODUCTION to PROGRAMMING 45334423231
INTRODUCTION to RF and MICROWAVE ENGINEERING41454130000
INTRODUCTION to WIRELESS COMMUNICATIONS23331000000
LINEAR ALGEBRA51100000000
MEDICAL BIOLOGY32000001000
MEDICAL IMAGING35453423424
MICROPROCESSORS55555545215
MIXED SIGNAL CIRCUIT DESIGN55555442332
OBJECT- ORIENTED PROGRAMMING33342200000
OCCUPATIONAL HEALTH and SAFETY I00000002200
OCCUPATIONAL HEALTH and SAFETY II00000000304
OPERATING SYSTEMS00340000000
PHYSICS I42114331100
PHYSICS I LAB53315551310
PHYSICS II42114331100
PHYSICS II LAB44435451200
PROBABILITY and RANDOM VARIABLES54344021101
PROGRAMMING for ENGINEERS 03350000000
PYTHON PROGRAMMING for ENGINEERS05450400000
ROBOTICS and INTELLIGENT SYSTEMS55554355431
SIGNALS and SYSTEMS55445323120
SOFTWARE ENGINEERING02450002000
SUMMER INTERNSHIP I55555555555
SUMMER INTERNSHIP II55555555555
TECHNOLOGY, SOCIETY and ETHICS 00000003522
TURKISH LANGUAGE I00000010000
TURKISH LANGUAGE II00000010000
WEB PROGRAMMING00452002000
İlişkili Ders Sayısı / 75/76211207220234181137147127877366

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 - 15:57Son Güncelleme Tarihi: 26/01/2023 - 04:09