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Aim

The Department of Architecture aims to educate architects and designers who can perceive design from a multi disciplinary perspective, who can follow and contribute to contemporary developments both at a national and international level, develop creative solutions and who have a solid knowledge of design/construction law and project management as well as sustainability.

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 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
ARC1110089MATH for DESIGNERSEnglish2+234
ARC1123760TECHNICAL DRAWING IEnglish2+235
ARC1123780FUNDAMENTALS of STRUCTUREEnglish2+233
ARC1123810HISTORY of ARTEnglish222
ARC1123820INTRODUCTION to PROFESSIONAL PRACTICEEnglish222
ARC1141220INTRODUCTION to DESIGN IEnglish2+656
ARC1141230DESIGN FUNDAMENTALS IEnglish2+445
TDL1110400TURKISH LANGUAGE ITurkish222
Spring Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
ARC1223760TECHNICAL DRAWING IEnglish2+235
ARC1241220INTRODUCTION to DESIGN IEnglish2+656
ARC1223850INTRODUCTION to DESIGN IIEnglish2+656
ARC1223860TECHNICAL DRAWING IIEnglish2+235
ARC1223870DESIGN FUNDAMENTALS IIEnglish2+445
ARC1223880STRUCTURE IEnglish2+233
ARC1223890MATERIAL and TECHNOLOGYEnglish222
ARC1223920HISTORY of DESIGNEnglish222
ARC1223940INTRODUCTION to PROJECT MANAGEMENTEnglish222
TDL1210600TURKISH LANGUAGE IITurkish222

Program Qualification

Theoretical, Factual

HISTORY, CULTURE, ART (Knowledge-Theoretical, Factual): To make connections between the information obtained by the analytical approach and the information on historical and cultural development and current situation in Turkey and in the world, and to expand the boundaries of vocational education proficiency to develop new ideas
MATERIALS AND TECHNOLOGY (Knowledge-Theoretical, Factual): To gain knowledge concerning technology, material, product and production methods - that is to be used in the solution of the problem related to the field.
PROFESSIONAL PRACTICE, PROJECT MANAGEMENT AND LEGAL RESPONSIBILITIES (Knowledge-Theoretical, Factual): -Ethics ​​related to the field, -project management issues, -legal rights and responsibilities, -To gain knowledge about legal responsibilities and regulations affecting design works
ENVIRONMENT, STRUCTURE AND HUMAN HEALTH (Knowledge-Theoretic, Factual): Methods and techniques that will be used in the solution of the problems related to the field – to gain knowledge to apply the techniques in the context of environmental health, -building health, -human health
DESIGN (Knowledge-Theoretical, Factual): During planning, implementation, management and supervision processes; Knowledge of creative problem defining and solving


Program Output TYYÇ Basic Area Matrix
Basic Area QualificationProgram Qualification

Employment Opportunities

Graduates may be employed in the public sector, the private sector, research institutions or 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

The student's performance in a course shall be determined by the achievement grade. The achievement grade is obtained by the evaluation of the student's performance in the term exams, assignments that are evaluated as exams, practicum, group studies and similar activities together with the midyear and final exam performance. A student who fails achieve a minimum score of 50 (out of 100) in the final exam has failed that course. The requirement for achievement in a course is a minimum score of 60(out of 100) or a grade point value of 2.27.

Head of Department/Program

Head Of Department

Prof.Dr. Ayşe Zeynep SÖZEN

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)

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

Course - Program Competencies Relations

Course1234567891011121314151617181920212223242526272829
ADVANCE CONSTRUCTION MANAGEMENT00000000000333312355055500000
ARCHITECTURAL DESIGN STUDIO I50403041000000000000000000000
ARCHITECTURAL DESIGN STUDIO II54240310000000000000000000000
ARCHITECTURAL DESIGN STUDIO III54240310000000000000000000000
ARCHITECTURAL DESIGN STUDIO IV54030410000000000000000000000
ARCHITECTURAL DESIGN STUDIO V54030410000000000000000000000
ARCHITECTURAL DISCOURSE44344433131000000000000000000
BIM and COOPERATION50000000000504550000505500000
BUILDING SURVEY MEASUREMENT and RESTORATION00021055554321100100001111111
BUILDING TECHNOLOGY I00050000000434444400000000000
BUILDING TECHNOLOGY II00440500000000545500000000000
BUILDING TECHNOLOGY III55532414342555554544443443333
CONSTRUCTION MANAGEMENT54555000005550000050000055000
CONSTRUCTION SITE MANAGEMENT10111110111000000055555020022
CONTEMPORARY MUSEUM ARCHITECTURE00030455131000000000000000000
CONTEMPORARY WORLD ARCHITECTURE00000034343000000000000000000
CONTRA. RELATIONS in CONSTRUCTION MANAGEMENT04200000000000000055555510000
CULTURAL PLACES00000055533000000000000000000
DATA DRIVEN SMART CITIES00000000000554555500000034331
DESIGN FUNDAMENTALS I55113133000000000000000000000
DESIGN FUNDAMENTALS II55334333000000110000000000000
DESIGN MANAGEMENT43424300000000002023334300000
DESIGN PRINCIPLES for URBAN RENEWAL in IST.00032553000000005000000030030
DEVELOPMENT LAW15353512222333334455555555555
DIGITAL DESIGN TOOLS I11313000000450000000000000000
DIGITAL DESIGN TOOLS II11313000000450000000000000000
DIGITAL DESIGN TOOLS PRACTICE I11313000000450000000000000000
DIGITAL DESIGN TOOLS PRACTICE II11313000000450000000000000000
DRAW. STANDARTS and TECH. SPEC. in CONST. PROJ.00002000000000000034343300000
ENTREPRENEURSHIP and INNOVATION33300300000000000005534044003
ENVIRONMENTAL SYSTEMS: BUILDING DYNAMIC I32332300000333303300220055555
ENVIRONMENTAL SYSTEMS: BUILDING DYNAMIC II32332300000333303300220055555
FUNDAMENTALS of STRUCTURE11300000000554444400000000000
GEOGRAPHIC INFORMATION SYSTEMS33423112210445445521411113351
HISTORY of ART01102054553100000000000000000
HISTORY of CONTEM. ARCHITECTURE and CRITICISIM01102054553100000000000000000
HISTORY of DESIGN01102054553100000000000000000
HISTORY of PRE-MODERN ARCHITECTURE and CRITICISIM01102054553100000000000000000
INTEGRATED SYSTEM DESIGN STUDIO55550000000553303455445500000
INTERDISCIPLINARY STUDIO I44544410004230002311532555000
INTERDISCIPLINARY STUDIO II44544410004230002311532555000
INTERNSHIP I33441212211545444355554444434
INTERNSHIP II33441212211545444355554444434
INTRODUCTION to BIM55555541024555345453322253220
INTRODUCTION to DESIGN I53333011001230000000000023000
INTRODUCTION to DESIGN II33002011000210000010000013000
INTRODUCTION to ENVIRONMENT and SUSTAINABILITY44343344200445444400000000000
INTRODUCTION to PROFESSIONAL PRACTICE54555011005550000050000043000
INTRODUCTION to PROJECT MANAGEMENT54555011005540000050000044000
IT BASED DESIGN and MANAGEMENT I11313000000450000000000000000
IT BASED DESIGN and MANAGEMENT II11313000000450000000000000000
MATERIAL and TECHNOLOGY32241022000551000320000044000
MATERIALS SELECTION in CONSTRUCTION33333300030555300503000333333
MATH for DESIGNERS23220002221222232000020202202
MOVING ARCHITECTURE DESIGN for MOVIES00030433030540550000000000000
MUSEUMS and THEIR EVOLUTION00000042304000000000000000000
OCCUPATIONAL HEALTH and SAFETY II00000000000000000000003042323
PAINTING in the OTTOMAN EMPIRE22222200000000000000000000000
REAL ESTATE DEVELOPMENT00000000000000000034343200000
SKETCHING TECHNIQUES in DESIGN33333311111110000000000000000
SOCIAL ASPECT of LANDSCAPE54441124333100000043444433333
SPACE and CULTURE00100155535000000000000023043
STRUCTURE I11300000000554444400000000000
STRUCTURE II11340000000555555500000000000
SUSTAINABLE and HEALTHY URBAN DESIGN and PLANNING50050500000404505500000050444
TECHNICAL DRAWING I04205000000210000000200020000
TECHNICAL DRAWING II34205000000210050000200020000
TURKISH LANGUAGE I00005011000000000000000000000
TURKISH LANGUAGE II00005011000000000000000000000
UNDERSTANDING SPATIAL ECONOMY00040000000000003000000200000
URBAN MORPHOLOGY and DESIGN STUDIO55554443334122123334344455555
İlişkili Ders Sayısı / 71/8715814615315113410210393666877156143858976929181718475747410391556157

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: 31/03/2023 - 09:25Son Güncelleme Tarihi: 31/03/2023 - 09:34