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Aim

The main objective of the program is to educate students by equipping and enhancing them with Information Systems tools so that they will be able to contribute to science of information systems, manage the organizations in the sector when they have taken the responsibility.

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 HIGHER EDUCATION INSTITUTIONS EXAM (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 HIGHER EDUCATION INSTITUTIONS EXAM (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
YBS1124240FUNDAMENTALS of LAWTurkish334
YBS1124250MATHEMATICS ITurkish335
YBS1152870PRINCIPLES of ECONOMICSTurkish335
YBS1141250BASIC PRINCIPLES of ACCOUNTINGTurkish335
YBS1124390MANAGEMENT INFORMATION SYSTEMSTurkish225
İNG1111200ENGLISH IEnglish444
TDL1110200TURKISH LANGUAGE ITurkish222
Spring Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
YBS1224220INTRODUCTION to BUSINESS Turkish335
YBS1224290INFORMATION TECHNOLOGYTurkish225
YBS1224320MATHEMATICS IITurkish335
YBS1212721PRESENTATION and WRITING TECHNIQUESTurkish335
YBS1254220INTRODUCTION to PROGRAMMING and ALGORITHMSTurkish335
İNG1211300ENGLISH IIEnglish444
TDL1220000TURKISH LANGUAGE IITurkish222

Program Qualification

Theoretical, Factual

Defines the theoretical issues in the field of information and management.
Describes the necessary mathematical and statistical methods in the field of information and management.


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

1- Having basic knowledge in the field.

-

SKILLS
Cognitive, Practical

1-Ability to use the information he/she has acquired in the field of management and management in his/her decisions, practices and behaviors.

-

2- Ability to analyze, interpret and evaluate information related to the field.

-

COMPETENCIES
Ability to work independently and take responsibility

1- Fulfilling the duties and responsibilities assigned to it.

-

2- Taking responsibility as a team member for problems encountered or unpredictable in practice.

-



-

Learning Competence

1- Critically evaluating the knowledge and skills acquired.

-

2- Demonstrating an understanding of the continuity of the learning requirement.

-

Communication and Social Competence

1-Transmitting his/her thoughts and suggestions at the level of knowledge and skills he/she has acquired about his/her field to the relevant persons in writing and verbally.

-

2-Being prone to help his/her colleagues.

-

3- The European Language Portfolio has foreign language knowledge at the A2 General Level (at least enough to follow the information in its field and to communicate with its colleagues).

-

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

-

Field-based Competence

1-The organization/organization acting in accordance with business and social ethical values.

-

2- Having sufficient awareness on the universality of social rights, social justice, quality and cultural values and environmental protection, occupational health and safety.

-

3- Being open to change and innovation.

-



-



-

Employment Opportunities

Graduates of this department may be employed at public or private institutions and firms as well as at universities for computer and IS related posts.

Upgrading

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

Type of Training

Full Time

Assessment and Evaluation

Success in a course is determined by the course success grade. The course success grade is obtained by evaluating the student's success in midterm exams, assignments that replace midterm exams, applied studies, group studies and similar studies during the semester and the general exam together. Valid for all courses, a student who does not get at least 50 points from the general exam is deemed to have failed that course. To be successful in the course, it is necessary to have at least 60 points or a success coefficient of 2.27 at the end of the semester.

Head of Department/Program

Head Of Department

Prof.Dr. Gökhan SİLAHTAROĞLU

Head Of Department

Doç.Dr. Özge DOĞUÇ

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

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

Course - Program Competencies Relations

Course123456789101112
ALGORITHMS and DATA STRUCTURES021000200000
ARTIFICAL INTELLIGENCE034030000040
BASIC PRINCIPLES of ACCOUNTING110022100130
BEHAVIORAL SCIENCES000000004430
CUSTOMER RELATIONSHIP MANAGEMENT210001200011
DATA BASE and DATA BASE MANAGEMENT SYSTEMS003021000003
DATA MINING and BUSINESS INTELLIGENCE324003300040
DIGITAL HUMAN RESOURCES200121100010
DIGITAL MARKETING311002300030
E-COMMERCE210001200011
ENGLISH I000403040000
ENGLISH II000303040000
ENTERPRISE RESOURCE PLANNING303034301013
ENTREPRENEURSHIP000000002242
FUNDAMENTALS of LAW100000202040
FUNDAMENTALS of WEB DESIGN102010300004
GAME THEORY253002400020
HISTORY and PHILOSOPHY of TECHNOLOGY100202012300
HISTORY of the TURKISH REPUBLIC II000000001110
HISTORY of the TURKISH REPUBLIC I000000001110
HUMAN RESOURCES MANAGEMENT533134514440
INFORMATION LAW400011101000
INFORMATION SECURITY and BUSI.CONTINUITY PLAN.300024402020
INFORMATION SYSTEMS and E-BUSINESS420040430030
INFORMATION TECHNOLOGY333312110010
INTRODUCTION to BUSINESS 300032003330
INTRODUCTION to PROGRAMMING and ALGORITHMS003010200003
IT PROJECTS MANAGEMENT203233320020
LABOUR and SOCIAL SECTURITY LAW000001003210
LOGISTICS MANAGEMENT302002302130
MANAGEMENT and ORGANISATION400022303220
MANAGEMENT INFORMATION SYSTEMS300001100000
MATHEMATICS I140000200020
MATHEMATICS II140000300030
MOBILE PROGRAMMING102040000004
OBJECT ORIENTED PROGRAMMING304030300004
OCCUPATIONAL and PROFESSIONAL ETHICS000000003200
OPERATIONS RESEARCH033100230030
ORGANIZATIONAL BEHAVIOUR411442545430
PRESENTATION and WRITING TECHNIQUES001011000000
PRINCIPLES of ECONOMICS000000001040
PRINCIPLES of MARKETING210001200011
PROCESS ANALYSIS100032300000
PRODUCTION MANAGEMENT100032300010
PROFESSIONAL ENGLISH I202502040020
PROFESSIONAL ENGLISH II100402040000
PROGRAMMING LANGUAGES I104000200004
PROGRAMMING LANGUAGES II003011400004
QUANTITATIVE METHODS for BUSINESS DECISION MAKING142000400030
RESEARCH METHODS in SOCIAL SCIENCES143341121010
STATISTICS I042000300030
STATISTICS II042000300030
STRATEGIC MANAGEMENT300003303330
SUSTAINABLE DEVELOPMENT PRACTICES000033001220
SYSTEMS ANALYSIS and DESIGN414030300003
TOTAL QUALITY MANAGEMENT101050003040
TURKISH LANGUAGE I000000000010
TURKISH LANGUAGE II000000000010
VISUAL PROGRAMMING004030300004
İlişkili Ders Sayısı / 59/618354733370671023348359441

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: 24/02/2023 - 21:51Son Güncelleme Tarihi: 24/02/2023 - 21:51