Journals / GSI Journals Serie A: Advancements in Tourism Recreation and Sports Sciences / 2026 / Cilt: 9 Sayı: 2

Experiential Learning–Mediated Cultural Heritage Transmission: A Digital Game Model Proposal for Tourism and Local Identity – The Case of Sinop

Deneyimsel Öğrenme Aracılığı ile Kültürel Miras Aktarımı: Turizm ve Yerel Kimlik İçin Dijital Bir Oyun Modeli Önerisi – Sinop Örneği

Yavuz Çetin(İSTANBUL ESENYURT ÜNİVERSİTESİ)0000-0002-7435-590X
Mehmet El(İSTANBUL ESENYURT ÜNİVERSİTESİ)0000-0001-7219-6549
Şerife Betül Papagan(İSTANBUL ESENYURT ÜNİVERSİTESİ)0000-0001-7583-3742
Emrah Korkunç(BEYKENT ÜNİVERSİTESİ)0000-0002-9261-7117
Başak Burcu Eke(AYDIN ADNAN MENDERES ÜNİVERSİTESİ)0000-0003-2692-6672
Pages
734–755
Publication Date
2026-07-31
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Evaluated comparatively with international examples, the model is distinctive through its emphasis on local content production and pedagogical grounding, offering a universal framework adaptable to various Turkish destinations for digital cultural sustainability.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Digital transformation necessitates rethinking traditional approaches to cultural heritage preservation.
📊
Key Findings & Data:Sinop's historical, architectural, gastronomic, and folkloric heritage elements were systematically classified through content analysis and thematically integrated into the game scenario across seven categories.
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Conclusion & Impact:Evaluated comparatively with international examples, the model is distinctive through its emphasis on local content production and pedagogical grounding, offering a universal framework adaptable to various Turkish destinations for digital cultural sustainability.
🔬Design:Modeling & Simulation
📍Scope:Comprehensive Sample
⚙️Variables:Kültürel miras · kültürel miras için ciddi oyunlar · deneyimsel öğrenme

Abstract

Digital transformation necessitates rethinking traditional approaches to cultural heritage preservation. Strengthening younger "digital native" generations' connection to local identity requires interactive, experience-based digital tools. This study presents a conceptual framework reconstructing Sinop's multi-component cultural memory through a knowledge-based, interactive digital game model. Grounded in Kolb's experiential learning theory, the model is developed using the first two phases of Design-Based Research methodology: needs analysis and prototype design. Sinop's historical, architectural, gastronomic, and folkloric heritage elements were systematically classified through content analysis and thematically integrated into the game scenario across seven categories. The game supports multisensory learning through character cards addressing four distinct user profiles, 120 question cards, and location-based mission mechanics. Pedagogically, game mechanics support each stage of the experiential learning cycle. From a tourism perspective, the model can deepen visitor interaction with cultural heritage sites and contribute to enriching the tourism experience. Evaluated comparatively with international examples, the model is distinctive through its emphasis on local content production and pedagogical grounding, offering a universal framework adaptable to various Turkish destinations for digital cultural sustainability.

Özet

Dijital dönüşüm, kültürel mirasın korunması ve aktarımına yönelik geleneksel yaklaşımların yeniden düşünülmesini zorunlu kılmaktadır. "Dijital yerli" genç kuşakların yerel kimlikle bağının güçlendirilmesi, etkileşimli ve deneyim temelli dijital araçları gerektirmektedir. Bu çalışma, Sinop kentinin çok bileşenli kültürel belleğini, bilgi temelli ve etkileşimli bir dijital oyun modeli aracılığıyla yeniden yapılandırmayı amaçlayan kavramsal bir çerçeve sunmaktadır. Kolb'un deneyimsel öğrenme kuramına dayanan model, Tasarım Odaklı Araştırma metodolojisinin ilk iki aşaması (ihtiyaç analizi ve prototip tasarımı) temel alınarak geliştirilmiştir. Sinop'a özgü tarihî, mimari, gastronomik ve folklorik miras öğeleri, sistematik içerik analiziyle sınıflandırılmış ve yedi tematik kategori altında oyun senaryosuna entegre edilmiştir. Oyun; dört farklı kullanıcı profiline hitap eden karakter kartları, 120 soru kartı ve mekân temelli görev mekanikleriyle çoklu duyusal öğrenme ortamı yaratmayı hedeflemektedir. Pedagojik açıdan oyun mekanikleri, deneyimsel öğrenme döngüsünün her aşamasını destekleyecek biçimde yapılandırılmıştır. Turizm bağlamında model, ziyaretçilerin kültürel miras alanlarıyla etkileşimini derinleştirerek turizm deneyimini zenginleştirmeye hizmet edecek bir araç sunma potansiyeli taşımaktadır. Uluslararası örneklerle karşılaştırmalı değerlendirilen model, yerel içerik üretimi ve pedagojik temellendirme açısından özgün olup, dijital kültürel sürdürülebilirlik bağlamında Türkiye'nin farklı destinasyonlarına uyarlanabilecek evrensel bir çerçeve sunmaktadır.

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Cite This Article

Çetin, Y., El, M., Papagan, Ş. B., Korkunç, E., Eke, B. B. (2026). Experiential Learning–Mediated Cultural Heritage Transmission: A Digital Game Model Proposal for Tourism and Local Identity – The Case of Sinop. GSI Journals Serie A: Advancements in Tourism Recreation and Sports Sciences, Cilt: 9 Sayı: 2, 734–755. https://doi.org/10.53353/atrss.1881235

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