Araştırma Makalesi
BibTex RIS Kaynak Göster

Yıl 2025, Cilt: 12 Sayı: 6, 27 - 53

Öz

Kaynakça

  • Ada, M., İnce, E., & Olcay, A. (2022). Sanal müze turlarının COVID 19 pandemi sürecinde eğitsel amaçlı kullanılması üzerine nitel bir araştırma. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 13(3), 1103–1112.
  • Amico, N., & Felicetti, A. (2024). 3D data long-term preservation in cultural heritage. ResearchGate. https://www.researchgate.net/publication/383911725_3D_Data_Long-
  • Cameron, F., & Kenderdine, S. (Eds.). (2007). Theorizing digital cultural heritage: A critical discourse. MIT Press.
  • Cuseum Associate. (2023). How museums adapted and evolved digitally during COVID 19. Cuseum.
  • Dietrich, O., Heun, M., Notroff, J., Schmidt, K., & Zarnkow, M. (2012). The role of cult and feasting in the emergence of Neolithic communities. Antiquity, 86(331), 674–695. https://doi.org/10.1017/S0003598X00047840
  • Dietrich, O., Notroff, J., & Schmidt, K. (2017). Feasting, social complexity and the emergence of the early Neolithic of Upper Mesopotamia: A view from Göbekli Tepe. In M. Benz (Ed.), The principle of sharing: Segregation and construction of social identities at the transition from foraging to farming (pp. 157–174). ex oriente.
  • Doumas, C. (2016). Akrotiri: The archaeology of a prehistoric Aegean city. Athens: Hellenic Ministry of Culture & Sports.
  • Duvar English. (2020, April 19). Göbekli Tepe most popular virtual museum tour in Turkey amid COVID 19 isolation. https://www.duvarenglish.com/culture/2020/04/19/gobekli-tepe-
  • Ergin, G. (2022). Müze deneyiminin dijital teknolojilerle oyunlaştırılması. IDA: International Design and Art Journal, 4(2), 200–213.
  • Eser, A. (2021). Ziyaretçi profili analizi: Göbekli Tepe örneği. Sosyal ve Beşeri Bilimler Dergisi, 15(2), 85–102. https://doi.org/10.24010/soid.930862
  • Falk, J. H., & Dierking, L. D. (2013). The museum experience revisited. Routledge.
  • Forte, M., & Campana, S. (2017). Digital methods and remote sensing in archaeology: GIS, 3D modelling and data integration. Springer.
  • Giaccardi, E. (Ed.). (2012). Heritage and social media: Understanding heritage in a participatory culture. Routledge.
  • GoTürkiye. (2021). Virtual Museum Türkiye. T.C. Kültür ve Turizm Bakanlığı. https://goturkiye.com/blog/virtual
  • Gracia, L. (2024). Enriching user visitor experiences in digital museology: Combining social and virtual interaction within a metaverse environment. Applied Sciences, 14(9), 3769. https://doi.org/10.3390/app14093769
  • Hein, G. E. (1998). Learning in the museum. Routledge.
  • Henríquez, M., & Bueno, C. (2021). Interactive heritage education: Local engagement and participatory strategies in museum-school partnerships. Journal of Museum Education, 46(3), 302–315. https://doi.org/10.1080/10598650.2021.1930264
  • Hodder, I. (2013). Çatalhöyük excavations: The digital archive and reflexive archaeology. McDonald Institute for Archaeological Research.
  • Hodder, I. (2020). Studies in human-thing entanglement. Equinox Publishing.
  • Hooper-Greenhill, E. (2000). Museums and the interpretation of visual culture. Routledge.
  • ICOM. (2023). Museum digital transformation report. International Council of Museums.
  • Ivanov, R., & Velkova, V. (2025). Analyzing visitor behavior to enhance personalized experiences in smart museums: A systematic literature review. Computers, 14(5), 191. https://doi.org/10.3390/computers14050191
  • Jiang, L., Li, J., Lobo, A., Tanucan, D., Wider, W., & Zou, Y. (2025). A bibliometric insight into immersive technologies for cultural heritage preservation. npj Heritage Science, 13, 126. https://doi.org/10.1038/s40494-025-01704-z
  • Jerusalem Post. (2025, March 3). Virtual simulation center brings Göbekli Tepe to life. https://www.jpost.com/archaeology/archaeol
  • Kalaycı, T. (2020). Archaeological heritage in the digital age: Virtual Göbekli Tepe and the politics of visualization. Journal of Social Archaeology, 20(3), 437–457. https://doi.org/10.1177/1469605320940010
  • Karul, N. (2021). Neolitik Çağ’da Göbekli Tepe’nin yeri. TÜBA-KED, 24, 45–59.
  • Kasapoğlu Akyol, P. (2020). COVID 19 küresel salgın dönemi ve sonrası müze etkinlikleri. Millî Folklor, 127, 72–86.
  • Kinzel, M. (2021). Documenting Near Eastern Neolithic architecture: Aspects of 2D and 3D recording of built environments. Turkish Journal for Archaeological Science, 2021(1), 22–41.
  • Mancı, A. R., & Tengilimoğlu, E. (2021). TripAdvisor ziyaretçi yorumlarının içerik analizi: Göbeklitepe örneği. Türk Turizm Araştırmaları Dergisi, 5(2), 1525–1545. https://doi.org/10.26677/TR1010.2021.779
  • Nereye. (2025). Göbeklitepe'nin keşfi, şölenler ve Neolitik buluşmalar. Nereye.com.tr. https://nereye.com.tr/gobeklitepenin-kesfi-solenler-ve-neolitik-b
  • NTV. (2021, September 9). Sanal gerçeklikle gezi: Göbeklitepe ‘İstanbul’a geliyor’. https://www.ntv.com.tr/galeri/sanat/sanal-gerceklikle-gezi-gobeklitepe-istanbula-
  • Önaç, H. İ. (1997). Multimedya Örneğinde Etkileşimli Bilgi Kaynaklarını Değerlendirme. Türk Kütüphaneciliği, 11(2), 158–170.
  • Papadopoulos, C. (2021). Virtual reality as a tool for archaeological interpretation: Reconstructing the Bronze Age town of Akrotiri. Journal of Mediterranean Archaeology, 34(2), 145–168.
  • Parry, R. (2010). Museums in a digital age. Routledge.
  • Pescarin, S. (2014). 3D GIS applied to large archaeological sites: The case of Pompeii. In F. Remondino & S. Campana (Eds.), 3D recording and modelling in archaeology and cultural heritage (pp. 223–240). Archaeopress.
  • Read, C. (2018, June 22). Guru’s new botanic garden mobile tour features AR and VR experiences. Blooloop. https://blooloop.com/museum/news/guru-rancho-santa-ana-botanic-
  • Schmidt, K. (2006). Sie bauten die ersten Tempel: Das rätselhafte Heiligtum der Steinzeitjäger. C.H. Beck.
  • Schmidt, K. (2010). Göbekli Tepe—the Stone Age sanctuaries: New results of ongoing excavations with a special focus on sculptures and high reliefs. Documenta Praehistorica, 37, 239–256. https://doi.org/10.4312/dp.37.21
  • Shuttleist. (2025). Göbekli Tepe tarihi ve oluşumu. Shuttleist.com. https://shuttleist.com/blog- Smithsonian Institution. (2019). David H. Koch Hall of Fossils – Deep Time. Smithsonian National Museum of Natural History. https://naturalhistory.si.edu/exhibits/david-h-koe
  • Smith, L. (2006). Uses of heritage. Routledge.
  • Song, Z., & Evans, L. (2024). The museum of digital things: Extended reality and museum practices. Frontiers in Virtual Reality, 5, 1396280. https://doi.org/10.3389/frvir.2024.1396280
  • Sanal Müze. (2025). Şanlıurfa Göbeklitepe Örenyeri. Sanalmuze.gov.tr. https://sanalmuze.gov.tr/muzeler/SANLIURFAI/
  • T.C. Çalışma ve Sosyal Güvenlik Bakanlığı. (2020). 2020 yılı asgari ücret tespit kararı. https://www.csgb.gov.tr/haberler/2020-yili-asgari-ucret-aciklandi
  • T.C. Kültür ve Turizm Bakanlığı. (2025). Şanlıurfa Arkeoloji Müzesi. Kültür Portalı. https://www.kulturportali.gov.tr/turkiye/sanliurfa/gezilecekyer/sanliurfa-arkeoloji-muzesi-1
  • Tallon, L., & Walker, K. (Eds.). (2008). Digital technologies and the museum experience: Handheld guides and other media. AltaMira Press.
  • UNESCO. (2018). Göbekli Tepe. World Heritage List. https://whc.unesco.org/en/list/1572/
  • Waterton, E., & Watson, S. (2015). The Palgrave handbook of contemporary heritage research. Palgrave Macmillan.
  • Weber, M. (2022). Experiential learning and visitor engagement in digital heritage spaces. International Journal of Heritage Studies, 28(5), 789–805. https://doi.org/10.1080/13527258.2022.2037149

Yıl 2025, Cilt: 12 Sayı: 6, 27 - 53

Öz

Kaynakça

  • Ada, M., İnce, E., & Olcay, A. (2022). Sanal müze turlarının COVID 19 pandemi sürecinde eğitsel amaçlı kullanılması üzerine nitel bir araştırma. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 13(3), 1103–1112.
  • Amico, N., & Felicetti, A. (2024). 3D data long-term preservation in cultural heritage. ResearchGate. https://www.researchgate.net/publication/383911725_3D_Data_Long-
  • Cameron, F., & Kenderdine, S. (Eds.). (2007). Theorizing digital cultural heritage: A critical discourse. MIT Press.
  • Cuseum Associate. (2023). How museums adapted and evolved digitally during COVID 19. Cuseum.
  • Dietrich, O., Heun, M., Notroff, J., Schmidt, K., & Zarnkow, M. (2012). The role of cult and feasting in the emergence of Neolithic communities. Antiquity, 86(331), 674–695. https://doi.org/10.1017/S0003598X00047840
  • Dietrich, O., Notroff, J., & Schmidt, K. (2017). Feasting, social complexity and the emergence of the early Neolithic of Upper Mesopotamia: A view from Göbekli Tepe. In M. Benz (Ed.), The principle of sharing: Segregation and construction of social identities at the transition from foraging to farming (pp. 157–174). ex oriente.
  • Doumas, C. (2016). Akrotiri: The archaeology of a prehistoric Aegean city. Athens: Hellenic Ministry of Culture & Sports.
  • Duvar English. (2020, April 19). Göbekli Tepe most popular virtual museum tour in Turkey amid COVID 19 isolation. https://www.duvarenglish.com/culture/2020/04/19/gobekli-tepe-
  • Ergin, G. (2022). Müze deneyiminin dijital teknolojilerle oyunlaştırılması. IDA: International Design and Art Journal, 4(2), 200–213.
  • Eser, A. (2021). Ziyaretçi profili analizi: Göbekli Tepe örneği. Sosyal ve Beşeri Bilimler Dergisi, 15(2), 85–102. https://doi.org/10.24010/soid.930862
  • Falk, J. H., & Dierking, L. D. (2013). The museum experience revisited. Routledge.
  • Forte, M., & Campana, S. (2017). Digital methods and remote sensing in archaeology: GIS, 3D modelling and data integration. Springer.
  • Giaccardi, E. (Ed.). (2012). Heritage and social media: Understanding heritage in a participatory culture. Routledge.
  • GoTürkiye. (2021). Virtual Museum Türkiye. T.C. Kültür ve Turizm Bakanlığı. https://goturkiye.com/blog/virtual
  • Gracia, L. (2024). Enriching user visitor experiences in digital museology: Combining social and virtual interaction within a metaverse environment. Applied Sciences, 14(9), 3769. https://doi.org/10.3390/app14093769
  • Hein, G. E. (1998). Learning in the museum. Routledge.
  • Henríquez, M., & Bueno, C. (2021). Interactive heritage education: Local engagement and participatory strategies in museum-school partnerships. Journal of Museum Education, 46(3), 302–315. https://doi.org/10.1080/10598650.2021.1930264
  • Hodder, I. (2013). Çatalhöyük excavations: The digital archive and reflexive archaeology. McDonald Institute for Archaeological Research.
  • Hodder, I. (2020). Studies in human-thing entanglement. Equinox Publishing.
  • Hooper-Greenhill, E. (2000). Museums and the interpretation of visual culture. Routledge.
  • ICOM. (2023). Museum digital transformation report. International Council of Museums.
  • Ivanov, R., & Velkova, V. (2025). Analyzing visitor behavior to enhance personalized experiences in smart museums: A systematic literature review. Computers, 14(5), 191. https://doi.org/10.3390/computers14050191
  • Jiang, L., Li, J., Lobo, A., Tanucan, D., Wider, W., & Zou, Y. (2025). A bibliometric insight into immersive technologies for cultural heritage preservation. npj Heritage Science, 13, 126. https://doi.org/10.1038/s40494-025-01704-z
  • Jerusalem Post. (2025, March 3). Virtual simulation center brings Göbekli Tepe to life. https://www.jpost.com/archaeology/archaeol
  • Kalaycı, T. (2020). Archaeological heritage in the digital age: Virtual Göbekli Tepe and the politics of visualization. Journal of Social Archaeology, 20(3), 437–457. https://doi.org/10.1177/1469605320940010
  • Karul, N. (2021). Neolitik Çağ’da Göbekli Tepe’nin yeri. TÜBA-KED, 24, 45–59.
  • Kasapoğlu Akyol, P. (2020). COVID 19 küresel salgın dönemi ve sonrası müze etkinlikleri. Millî Folklor, 127, 72–86.
  • Kinzel, M. (2021). Documenting Near Eastern Neolithic architecture: Aspects of 2D and 3D recording of built environments. Turkish Journal for Archaeological Science, 2021(1), 22–41.
  • Mancı, A. R., & Tengilimoğlu, E. (2021). TripAdvisor ziyaretçi yorumlarının içerik analizi: Göbeklitepe örneği. Türk Turizm Araştırmaları Dergisi, 5(2), 1525–1545. https://doi.org/10.26677/TR1010.2021.779
  • Nereye. (2025). Göbeklitepe'nin keşfi, şölenler ve Neolitik buluşmalar. Nereye.com.tr. https://nereye.com.tr/gobeklitepenin-kesfi-solenler-ve-neolitik-b
  • NTV. (2021, September 9). Sanal gerçeklikle gezi: Göbeklitepe ‘İstanbul’a geliyor’. https://www.ntv.com.tr/galeri/sanat/sanal-gerceklikle-gezi-gobeklitepe-istanbula-
  • Önaç, H. İ. (1997). Multimedya Örneğinde Etkileşimli Bilgi Kaynaklarını Değerlendirme. Türk Kütüphaneciliği, 11(2), 158–170.
  • Papadopoulos, C. (2021). Virtual reality as a tool for archaeological interpretation: Reconstructing the Bronze Age town of Akrotiri. Journal of Mediterranean Archaeology, 34(2), 145–168.
  • Parry, R. (2010). Museums in a digital age. Routledge.
  • Pescarin, S. (2014). 3D GIS applied to large archaeological sites: The case of Pompeii. In F. Remondino & S. Campana (Eds.), 3D recording and modelling in archaeology and cultural heritage (pp. 223–240). Archaeopress.
  • Read, C. (2018, June 22). Guru’s new botanic garden mobile tour features AR and VR experiences. Blooloop. https://blooloop.com/museum/news/guru-rancho-santa-ana-botanic-
  • Schmidt, K. (2006). Sie bauten die ersten Tempel: Das rätselhafte Heiligtum der Steinzeitjäger. C.H. Beck.
  • Schmidt, K. (2010). Göbekli Tepe—the Stone Age sanctuaries: New results of ongoing excavations with a special focus on sculptures and high reliefs. Documenta Praehistorica, 37, 239–256. https://doi.org/10.4312/dp.37.21
  • Shuttleist. (2025). Göbekli Tepe tarihi ve oluşumu. Shuttleist.com. https://shuttleist.com/blog- Smithsonian Institution. (2019). David H. Koch Hall of Fossils – Deep Time. Smithsonian National Museum of Natural History. https://naturalhistory.si.edu/exhibits/david-h-koe
  • Smith, L. (2006). Uses of heritage. Routledge.
  • Song, Z., & Evans, L. (2024). The museum of digital things: Extended reality and museum practices. Frontiers in Virtual Reality, 5, 1396280. https://doi.org/10.3389/frvir.2024.1396280
  • Sanal Müze. (2025). Şanlıurfa Göbeklitepe Örenyeri. Sanalmuze.gov.tr. https://sanalmuze.gov.tr/muzeler/SANLIURFAI/
  • T.C. Çalışma ve Sosyal Güvenlik Bakanlığı. (2020). 2020 yılı asgari ücret tespit kararı. https://www.csgb.gov.tr/haberler/2020-yili-asgari-ucret-aciklandi
  • T.C. Kültür ve Turizm Bakanlığı. (2025). Şanlıurfa Arkeoloji Müzesi. Kültür Portalı. https://www.kulturportali.gov.tr/turkiye/sanliurfa/gezilecekyer/sanliurfa-arkeoloji-muzesi-1
  • Tallon, L., & Walker, K. (Eds.). (2008). Digital technologies and the museum experience: Handheld guides and other media. AltaMira Press.
  • UNESCO. (2018). Göbekli Tepe. World Heritage List. https://whc.unesco.org/en/list/1572/
  • Waterton, E., & Watson, S. (2015). The Palgrave handbook of contemporary heritage research. Palgrave Macmillan.
  • Weber, M. (2022). Experiential learning and visitor engagement in digital heritage spaces. International Journal of Heritage Studies, 28(5), 789–805. https://doi.org/10.1080/13527258.2022.2037149

Yıl 2025, Cilt: 12 Sayı: 6, 27 - 53

Öz

Kaynakça

  • Ada, M., İnce, E., & Olcay, A. (2022). Sanal müze turlarının COVID 19 pandemi sürecinde eğitsel amaçlı kullanılması üzerine nitel bir araştırma. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 13(3), 1103–1112.
  • Amico, N., & Felicetti, A. (2024). 3D data long-term preservation in cultural heritage. ResearchGate. https://www.researchgate.net/publication/383911725_3D_Data_Long-
  • Cameron, F., & Kenderdine, S. (Eds.). (2007). Theorizing digital cultural heritage: A critical discourse. MIT Press.
  • Cuseum Associate. (2023). How museums adapted and evolved digitally during COVID 19. Cuseum.
  • Dietrich, O., Heun, M., Notroff, J., Schmidt, K., & Zarnkow, M. (2012). The role of cult and feasting in the emergence of Neolithic communities. Antiquity, 86(331), 674–695. https://doi.org/10.1017/S0003598X00047840
  • Dietrich, O., Notroff, J., & Schmidt, K. (2017). Feasting, social complexity and the emergence of the early Neolithic of Upper Mesopotamia: A view from Göbekli Tepe. In M. Benz (Ed.), The principle of sharing: Segregation and construction of social identities at the transition from foraging to farming (pp. 157–174). ex oriente.
  • Doumas, C. (2016). Akrotiri: The archaeology of a prehistoric Aegean city. Athens: Hellenic Ministry of Culture & Sports.
  • Duvar English. (2020, April 19). Göbekli Tepe most popular virtual museum tour in Turkey amid COVID 19 isolation. https://www.duvarenglish.com/culture/2020/04/19/gobekli-tepe-
  • Ergin, G. (2022). Müze deneyiminin dijital teknolojilerle oyunlaştırılması. IDA: International Design and Art Journal, 4(2), 200–213.
  • Eser, A. (2021). Ziyaretçi profili analizi: Göbekli Tepe örneği. Sosyal ve Beşeri Bilimler Dergisi, 15(2), 85–102. https://doi.org/10.24010/soid.930862
  • Falk, J. H., & Dierking, L. D. (2013). The museum experience revisited. Routledge.
  • Forte, M., & Campana, S. (2017). Digital methods and remote sensing in archaeology: GIS, 3D modelling and data integration. Springer.
  • Giaccardi, E. (Ed.). (2012). Heritage and social media: Understanding heritage in a participatory culture. Routledge.
  • GoTürkiye. (2021). Virtual Museum Türkiye. T.C. Kültür ve Turizm Bakanlığı. https://goturkiye.com/blog/virtual
  • Gracia, L. (2024). Enriching user visitor experiences in digital museology: Combining social and virtual interaction within a metaverse environment. Applied Sciences, 14(9), 3769. https://doi.org/10.3390/app14093769
  • Hein, G. E. (1998). Learning in the museum. Routledge.
  • Henríquez, M., & Bueno, C. (2021). Interactive heritage education: Local engagement and participatory strategies in museum-school partnerships. Journal of Museum Education, 46(3), 302–315. https://doi.org/10.1080/10598650.2021.1930264
  • Hodder, I. (2013). Çatalhöyük excavations: The digital archive and reflexive archaeology. McDonald Institute for Archaeological Research.
  • Hodder, I. (2020). Studies in human-thing entanglement. Equinox Publishing.
  • Hooper-Greenhill, E. (2000). Museums and the interpretation of visual culture. Routledge.
  • ICOM. (2023). Museum digital transformation report. International Council of Museums.
  • Ivanov, R., & Velkova, V. (2025). Analyzing visitor behavior to enhance personalized experiences in smart museums: A systematic literature review. Computers, 14(5), 191. https://doi.org/10.3390/computers14050191
  • Jiang, L., Li, J., Lobo, A., Tanucan, D., Wider, W., & Zou, Y. (2025). A bibliometric insight into immersive technologies for cultural heritage preservation. npj Heritage Science, 13, 126. https://doi.org/10.1038/s40494-025-01704-z
  • Jerusalem Post. (2025, March 3). Virtual simulation center brings Göbekli Tepe to life. https://www.jpost.com/archaeology/archaeol
  • Kalaycı, T. (2020). Archaeological heritage in the digital age: Virtual Göbekli Tepe and the politics of visualization. Journal of Social Archaeology, 20(3), 437–457. https://doi.org/10.1177/1469605320940010
  • Karul, N. (2021). Neolitik Çağ’da Göbekli Tepe’nin yeri. TÜBA-KED, 24, 45–59.
  • Kasapoğlu Akyol, P. (2020). COVID 19 küresel salgın dönemi ve sonrası müze etkinlikleri. Millî Folklor, 127, 72–86.
  • Kinzel, M. (2021). Documenting Near Eastern Neolithic architecture: Aspects of 2D and 3D recording of built environments. Turkish Journal for Archaeological Science, 2021(1), 22–41.
  • Mancı, A. R., & Tengilimoğlu, E. (2021). TripAdvisor ziyaretçi yorumlarının içerik analizi: Göbeklitepe örneği. Türk Turizm Araştırmaları Dergisi, 5(2), 1525–1545. https://doi.org/10.26677/TR1010.2021.779
  • Nereye. (2025). Göbeklitepe'nin keşfi, şölenler ve Neolitik buluşmalar. Nereye.com.tr. https://nereye.com.tr/gobeklitepenin-kesfi-solenler-ve-neolitik-b
  • NTV. (2021, September 9). Sanal gerçeklikle gezi: Göbeklitepe ‘İstanbul’a geliyor’. https://www.ntv.com.tr/galeri/sanat/sanal-gerceklikle-gezi-gobeklitepe-istanbula-
  • Önaç, H. İ. (1997). Multimedya Örneğinde Etkileşimli Bilgi Kaynaklarını Değerlendirme. Türk Kütüphaneciliği, 11(2), 158–170.
  • Papadopoulos, C. (2021). Virtual reality as a tool for archaeological interpretation: Reconstructing the Bronze Age town of Akrotiri. Journal of Mediterranean Archaeology, 34(2), 145–168.
  • Parry, R. (2010). Museums in a digital age. Routledge.
  • Pescarin, S. (2014). 3D GIS applied to large archaeological sites: The case of Pompeii. In F. Remondino & S. Campana (Eds.), 3D recording and modelling in archaeology and cultural heritage (pp. 223–240). Archaeopress.
  • Read, C. (2018, June 22). Guru’s new botanic garden mobile tour features AR and VR experiences. Blooloop. https://blooloop.com/museum/news/guru-rancho-santa-ana-botanic-
  • Schmidt, K. (2006). Sie bauten die ersten Tempel: Das rätselhafte Heiligtum der Steinzeitjäger. C.H. Beck.
  • Schmidt, K. (2010). Göbekli Tepe—the Stone Age sanctuaries: New results of ongoing excavations with a special focus on sculptures and high reliefs. Documenta Praehistorica, 37, 239–256. https://doi.org/10.4312/dp.37.21
  • Shuttleist. (2025). Göbekli Tepe tarihi ve oluşumu. Shuttleist.com. https://shuttleist.com/blog- Smithsonian Institution. (2019). David H. Koch Hall of Fossils – Deep Time. Smithsonian National Museum of Natural History. https://naturalhistory.si.edu/exhibits/david-h-koe
  • Smith, L. (2006). Uses of heritage. Routledge.
  • Song, Z., & Evans, L. (2024). The museum of digital things: Extended reality and museum practices. Frontiers in Virtual Reality, 5, 1396280. https://doi.org/10.3389/frvir.2024.1396280
  • Sanal Müze. (2025). Şanlıurfa Göbeklitepe Örenyeri. Sanalmuze.gov.tr. https://sanalmuze.gov.tr/muzeler/SANLIURFAI/
  • T.C. Çalışma ve Sosyal Güvenlik Bakanlığı. (2020). 2020 yılı asgari ücret tespit kararı. https://www.csgb.gov.tr/haberler/2020-yili-asgari-ucret-aciklandi
  • T.C. Kültür ve Turizm Bakanlığı. (2025). Şanlıurfa Arkeoloji Müzesi. Kültür Portalı. https://www.kulturportali.gov.tr/turkiye/sanliurfa/gezilecekyer/sanliurfa-arkeoloji-muzesi-1
  • Tallon, L., & Walker, K. (Eds.). (2008). Digital technologies and the museum experience: Handheld guides and other media. AltaMira Press.
  • UNESCO. (2018). Göbekli Tepe. World Heritage List. https://whc.unesco.org/en/list/1572/
  • Waterton, E., & Watson, S. (2015). The Palgrave handbook of contemporary heritage research. Palgrave Macmillan.
  • Weber, M. (2022). Experiential learning and visitor engagement in digital heritage spaces. International Journal of Heritage Studies, 28(5), 789–805. https://doi.org/10.1080/13527258.2022.2037149

Yıl 2025, Cilt: 12 Sayı: 6, 27 - 53

Öz

Kaynakça

  • Ada, M., İnce, E., & Olcay, A. (2022). Sanal müze turlarının COVID 19 pandemi sürecinde eğitsel amaçlı kullanılması üzerine nitel bir araştırma. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 13(3), 1103–1112.
  • Amico, N., & Felicetti, A. (2024). 3D data long-term preservation in cultural heritage. ResearchGate. https://www.researchgate.net/publication/383911725_3D_Data_Long-
  • Cameron, F., & Kenderdine, S. (Eds.). (2007). Theorizing digital cultural heritage: A critical discourse. MIT Press.
  • Cuseum Associate. (2023). How museums adapted and evolved digitally during COVID 19. Cuseum.
  • Dietrich, O., Heun, M., Notroff, J., Schmidt, K., & Zarnkow, M. (2012). The role of cult and feasting in the emergence of Neolithic communities. Antiquity, 86(331), 674–695. https://doi.org/10.1017/S0003598X00047840
  • Dietrich, O., Notroff, J., & Schmidt, K. (2017). Feasting, social complexity and the emergence of the early Neolithic of Upper Mesopotamia: A view from Göbekli Tepe. In M. Benz (Ed.), The principle of sharing: Segregation and construction of social identities at the transition from foraging to farming (pp. 157–174). ex oriente.
  • Doumas, C. (2016). Akrotiri: The archaeology of a prehistoric Aegean city. Athens: Hellenic Ministry of Culture & Sports.
  • Duvar English. (2020, April 19). Göbekli Tepe most popular virtual museum tour in Turkey amid COVID 19 isolation. https://www.duvarenglish.com/culture/2020/04/19/gobekli-tepe-
  • Ergin, G. (2022). Müze deneyiminin dijital teknolojilerle oyunlaştırılması. IDA: International Design and Art Journal, 4(2), 200–213.
  • Eser, A. (2021). Ziyaretçi profili analizi: Göbekli Tepe örneği. Sosyal ve Beşeri Bilimler Dergisi, 15(2), 85–102. https://doi.org/10.24010/soid.930862
  • Falk, J. H., & Dierking, L. D. (2013). The museum experience revisited. Routledge.
  • Forte, M., & Campana, S. (2017). Digital methods and remote sensing in archaeology: GIS, 3D modelling and data integration. Springer.
  • Giaccardi, E. (Ed.). (2012). Heritage and social media: Understanding heritage in a participatory culture. Routledge.
  • GoTürkiye. (2021). Virtual Museum Türkiye. T.C. Kültür ve Turizm Bakanlığı. https://goturkiye.com/blog/virtual
  • Gracia, L. (2024). Enriching user visitor experiences in digital museology: Combining social and virtual interaction within a metaverse environment. Applied Sciences, 14(9), 3769. https://doi.org/10.3390/app14093769
  • Hein, G. E. (1998). Learning in the museum. Routledge.
  • Henríquez, M., & Bueno, C. (2021). Interactive heritage education: Local engagement and participatory strategies in museum-school partnerships. Journal of Museum Education, 46(3), 302–315. https://doi.org/10.1080/10598650.2021.1930264
  • Hodder, I. (2013). Çatalhöyük excavations: The digital archive and reflexive archaeology. McDonald Institute for Archaeological Research.
  • Hodder, I. (2020). Studies in human-thing entanglement. Equinox Publishing.
  • Hooper-Greenhill, E. (2000). Museums and the interpretation of visual culture. Routledge.
  • ICOM. (2023). Museum digital transformation report. International Council of Museums.
  • Ivanov, R., & Velkova, V. (2025). Analyzing visitor behavior to enhance personalized experiences in smart museums: A systematic literature review. Computers, 14(5), 191. https://doi.org/10.3390/computers14050191
  • Jiang, L., Li, J., Lobo, A., Tanucan, D., Wider, W., & Zou, Y. (2025). A bibliometric insight into immersive technologies for cultural heritage preservation. npj Heritage Science, 13, 126. https://doi.org/10.1038/s40494-025-01704-z
  • Jerusalem Post. (2025, March 3). Virtual simulation center brings Göbekli Tepe to life. https://www.jpost.com/archaeology/archaeol
  • Kalaycı, T. (2020). Archaeological heritage in the digital age: Virtual Göbekli Tepe and the politics of visualization. Journal of Social Archaeology, 20(3), 437–457. https://doi.org/10.1177/1469605320940010
  • Karul, N. (2021). Neolitik Çağ’da Göbekli Tepe’nin yeri. TÜBA-KED, 24, 45–59.
  • Kasapoğlu Akyol, P. (2020). COVID 19 küresel salgın dönemi ve sonrası müze etkinlikleri. Millî Folklor, 127, 72–86.
  • Kinzel, M. (2021). Documenting Near Eastern Neolithic architecture: Aspects of 2D and 3D recording of built environments. Turkish Journal for Archaeological Science, 2021(1), 22–41.
  • Mancı, A. R., & Tengilimoğlu, E. (2021). TripAdvisor ziyaretçi yorumlarının içerik analizi: Göbeklitepe örneği. Türk Turizm Araştırmaları Dergisi, 5(2), 1525–1545. https://doi.org/10.26677/TR1010.2021.779
  • Nereye. (2025). Göbeklitepe'nin keşfi, şölenler ve Neolitik buluşmalar. Nereye.com.tr. https://nereye.com.tr/gobeklitepenin-kesfi-solenler-ve-neolitik-b
  • NTV. (2021, September 9). Sanal gerçeklikle gezi: Göbeklitepe ‘İstanbul’a geliyor’. https://www.ntv.com.tr/galeri/sanat/sanal-gerceklikle-gezi-gobeklitepe-istanbula-
  • Önaç, H. İ. (1997). Multimedya Örneğinde Etkileşimli Bilgi Kaynaklarını Değerlendirme. Türk Kütüphaneciliği, 11(2), 158–170.
  • Papadopoulos, C. (2021). Virtual reality as a tool for archaeological interpretation: Reconstructing the Bronze Age town of Akrotiri. Journal of Mediterranean Archaeology, 34(2), 145–168.
  • Parry, R. (2010). Museums in a digital age. Routledge.
  • Pescarin, S. (2014). 3D GIS applied to large archaeological sites: The case of Pompeii. In F. Remondino & S. Campana (Eds.), 3D recording and modelling in archaeology and cultural heritage (pp. 223–240). Archaeopress.
  • Read, C. (2018, June 22). Guru’s new botanic garden mobile tour features AR and VR experiences. Blooloop. https://blooloop.com/museum/news/guru-rancho-santa-ana-botanic-
  • Schmidt, K. (2006). Sie bauten die ersten Tempel: Das rätselhafte Heiligtum der Steinzeitjäger. C.H. Beck.
  • Schmidt, K. (2010). Göbekli Tepe—the Stone Age sanctuaries: New results of ongoing excavations with a special focus on sculptures and high reliefs. Documenta Praehistorica, 37, 239–256. https://doi.org/10.4312/dp.37.21
  • Shuttleist. (2025). Göbekli Tepe tarihi ve oluşumu. Shuttleist.com. https://shuttleist.com/blog- Smithsonian Institution. (2019). David H. Koch Hall of Fossils – Deep Time. Smithsonian National Museum of Natural History. https://naturalhistory.si.edu/exhibits/david-h-koe
  • Smith, L. (2006). Uses of heritage. Routledge.
  • Song, Z., & Evans, L. (2024). The museum of digital things: Extended reality and museum practices. Frontiers in Virtual Reality, 5, 1396280. https://doi.org/10.3389/frvir.2024.1396280
  • Sanal Müze. (2025). Şanlıurfa Göbeklitepe Örenyeri. Sanalmuze.gov.tr. https://sanalmuze.gov.tr/muzeler/SANLIURFAI/
  • T.C. Çalışma ve Sosyal Güvenlik Bakanlığı. (2020). 2020 yılı asgari ücret tespit kararı. https://www.csgb.gov.tr/haberler/2020-yili-asgari-ucret-aciklandi
  • T.C. Kültür ve Turizm Bakanlığı. (2025). Şanlıurfa Arkeoloji Müzesi. Kültür Portalı. https://www.kulturportali.gov.tr/turkiye/sanliurfa/gezilecekyer/sanliurfa-arkeoloji-muzesi-1
  • Tallon, L., & Walker, K. (Eds.). (2008). Digital technologies and the museum experience: Handheld guides and other media. AltaMira Press.
  • UNESCO. (2018). Göbekli Tepe. World Heritage List. https://whc.unesco.org/en/list/1572/
  • Waterton, E., & Watson, S. (2015). The Palgrave handbook of contemporary heritage research. Palgrave Macmillan.
  • Weber, M. (2022). Experiential learning and visitor engagement in digital heritage spaces. International Journal of Heritage Studies, 28(5), 789–805. https://doi.org/10.1080/13527258.2022.2037149

A Qualitative Evaluation of Digital and Interactive Museology Approaches in the Cultural Heritage Presentation of Göbekli Tepe

Yıl 2025, Cilt: 12 Sayı: 6, 27 - 53

Öz

The presentation and exhibition methods currently used at Göbekli Tepe appear insufficient to meet the requirements of the digital age. This study aims to reassess the site’s narrative and interpretive strategies from the perspective of digital and interactive museology. Adopting a qualitative research approach, the study conducts field observations, evaluates existing digital content, and analyzes relevant literature to systematically examine the current situation. Findings indicate that the panels and kiosks employed on-site leave visitors in a passive position, while the technological tools remain limited and outdated. Therefore, the integration of augmented reality, virtual reality, 3D modeling, gamified learning, and interactive simulations—particularly for children—is recommended. Digital and interactive approaches possess significant potential to enhance visitor experience, support permanent learning, and ensure the sustainable transmission of Göbekli Tepe’s cultural heritage. The applicability of this model to other archaeological sites has also been evaluated.

Kaynakça

  • Ada, M., İnce, E., & Olcay, A. (2022). Sanal müze turlarının COVID 19 pandemi sürecinde eğitsel amaçlı kullanılması üzerine nitel bir araştırma. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 13(3), 1103–1112.
  • Amico, N., & Felicetti, A. (2024). 3D data long-term preservation in cultural heritage. ResearchGate. https://www.researchgate.net/publication/383911725_3D_Data_Long-
  • Cameron, F., & Kenderdine, S. (Eds.). (2007). Theorizing digital cultural heritage: A critical discourse. MIT Press.
  • Cuseum Associate. (2023). How museums adapted and evolved digitally during COVID 19. Cuseum.
  • Dietrich, O., Heun, M., Notroff, J., Schmidt, K., & Zarnkow, M. (2012). The role of cult and feasting in the emergence of Neolithic communities. Antiquity, 86(331), 674–695. https://doi.org/10.1017/S0003598X00047840
  • Dietrich, O., Notroff, J., & Schmidt, K. (2017). Feasting, social complexity and the emergence of the early Neolithic of Upper Mesopotamia: A view from Göbekli Tepe. In M. Benz (Ed.), The principle of sharing: Segregation and construction of social identities at the transition from foraging to farming (pp. 157–174). ex oriente.
  • Doumas, C. (2016). Akrotiri: The archaeology of a prehistoric Aegean city. Athens: Hellenic Ministry of Culture & Sports.
  • Duvar English. (2020, April 19). Göbekli Tepe most popular virtual museum tour in Turkey amid COVID 19 isolation. https://www.duvarenglish.com/culture/2020/04/19/gobekli-tepe-
  • Ergin, G. (2022). Müze deneyiminin dijital teknolojilerle oyunlaştırılması. IDA: International Design and Art Journal, 4(2), 200–213.
  • Eser, A. (2021). Ziyaretçi profili analizi: Göbekli Tepe örneği. Sosyal ve Beşeri Bilimler Dergisi, 15(2), 85–102. https://doi.org/10.24010/soid.930862
  • Falk, J. H., & Dierking, L. D. (2013). The museum experience revisited. Routledge.
  • Forte, M., & Campana, S. (2017). Digital methods and remote sensing in archaeology: GIS, 3D modelling and data integration. Springer.
  • Giaccardi, E. (Ed.). (2012). Heritage and social media: Understanding heritage in a participatory culture. Routledge.
  • GoTürkiye. (2021). Virtual Museum Türkiye. T.C. Kültür ve Turizm Bakanlığı. https://goturkiye.com/blog/virtual
  • Gracia, L. (2024). Enriching user visitor experiences in digital museology: Combining social and virtual interaction within a metaverse environment. Applied Sciences, 14(9), 3769. https://doi.org/10.3390/app14093769
  • Hein, G. E. (1998). Learning in the museum. Routledge.
  • Henríquez, M., & Bueno, C. (2021). Interactive heritage education: Local engagement and participatory strategies in museum-school partnerships. Journal of Museum Education, 46(3), 302–315. https://doi.org/10.1080/10598650.2021.1930264
  • Hodder, I. (2013). Çatalhöyük excavations: The digital archive and reflexive archaeology. McDonald Institute for Archaeological Research.
  • Hodder, I. (2020). Studies in human-thing entanglement. Equinox Publishing.
  • Hooper-Greenhill, E. (2000). Museums and the interpretation of visual culture. Routledge.
  • ICOM. (2023). Museum digital transformation report. International Council of Museums.
  • Ivanov, R., & Velkova, V. (2025). Analyzing visitor behavior to enhance personalized experiences in smart museums: A systematic literature review. Computers, 14(5), 191. https://doi.org/10.3390/computers14050191
  • Jiang, L., Li, J., Lobo, A., Tanucan, D., Wider, W., & Zou, Y. (2025). A bibliometric insight into immersive technologies for cultural heritage preservation. npj Heritage Science, 13, 126. https://doi.org/10.1038/s40494-025-01704-z
  • Jerusalem Post. (2025, March 3). Virtual simulation center brings Göbekli Tepe to life. https://www.jpost.com/archaeology/archaeol
  • Kalaycı, T. (2020). Archaeological heritage in the digital age: Virtual Göbekli Tepe and the politics of visualization. Journal of Social Archaeology, 20(3), 437–457. https://doi.org/10.1177/1469605320940010
  • Karul, N. (2021). Neolitik Çağ’da Göbekli Tepe’nin yeri. TÜBA-KED, 24, 45–59.
  • Kasapoğlu Akyol, P. (2020). COVID 19 küresel salgın dönemi ve sonrası müze etkinlikleri. Millî Folklor, 127, 72–86.
  • Kinzel, M. (2021). Documenting Near Eastern Neolithic architecture: Aspects of 2D and 3D recording of built environments. Turkish Journal for Archaeological Science, 2021(1), 22–41.
  • Mancı, A. R., & Tengilimoğlu, E. (2021). TripAdvisor ziyaretçi yorumlarının içerik analizi: Göbeklitepe örneği. Türk Turizm Araştırmaları Dergisi, 5(2), 1525–1545. https://doi.org/10.26677/TR1010.2021.779
  • Nereye. (2025). Göbeklitepe'nin keşfi, şölenler ve Neolitik buluşmalar. Nereye.com.tr. https://nereye.com.tr/gobeklitepenin-kesfi-solenler-ve-neolitik-b
  • NTV. (2021, September 9). Sanal gerçeklikle gezi: Göbeklitepe ‘İstanbul’a geliyor’. https://www.ntv.com.tr/galeri/sanat/sanal-gerceklikle-gezi-gobeklitepe-istanbula-
  • Önaç, H. İ. (1997). Multimedya Örneğinde Etkileşimli Bilgi Kaynaklarını Değerlendirme. Türk Kütüphaneciliği, 11(2), 158–170.
  • Papadopoulos, C. (2021). Virtual reality as a tool for archaeological interpretation: Reconstructing the Bronze Age town of Akrotiri. Journal of Mediterranean Archaeology, 34(2), 145–168.
  • Parry, R. (2010). Museums in a digital age. Routledge.
  • Pescarin, S. (2014). 3D GIS applied to large archaeological sites: The case of Pompeii. In F. Remondino & S. Campana (Eds.), 3D recording and modelling in archaeology and cultural heritage (pp. 223–240). Archaeopress.
  • Read, C. (2018, June 22). Guru’s new botanic garden mobile tour features AR and VR experiences. Blooloop. https://blooloop.com/museum/news/guru-rancho-santa-ana-botanic-
  • Schmidt, K. (2006). Sie bauten die ersten Tempel: Das rätselhafte Heiligtum der Steinzeitjäger. C.H. Beck.
  • Schmidt, K. (2010). Göbekli Tepe—the Stone Age sanctuaries: New results of ongoing excavations with a special focus on sculptures and high reliefs. Documenta Praehistorica, 37, 239–256. https://doi.org/10.4312/dp.37.21
  • Shuttleist. (2025). Göbekli Tepe tarihi ve oluşumu. Shuttleist.com. https://shuttleist.com/blog- Smithsonian Institution. (2019). David H. Koch Hall of Fossils – Deep Time. Smithsonian National Museum of Natural History. https://naturalhistory.si.edu/exhibits/david-h-koe
  • Smith, L. (2006). Uses of heritage. Routledge.
  • Song, Z., & Evans, L. (2024). The museum of digital things: Extended reality and museum practices. Frontiers in Virtual Reality, 5, 1396280. https://doi.org/10.3389/frvir.2024.1396280
  • Sanal Müze. (2025). Şanlıurfa Göbeklitepe Örenyeri. Sanalmuze.gov.tr. https://sanalmuze.gov.tr/muzeler/SANLIURFAI/
  • T.C. Çalışma ve Sosyal Güvenlik Bakanlığı. (2020). 2020 yılı asgari ücret tespit kararı. https://www.csgb.gov.tr/haberler/2020-yili-asgari-ucret-aciklandi
  • T.C. Kültür ve Turizm Bakanlığı. (2025). Şanlıurfa Arkeoloji Müzesi. Kültür Portalı. https://www.kulturportali.gov.tr/turkiye/sanliurfa/gezilecekyer/sanliurfa-arkeoloji-muzesi-1
  • Tallon, L., & Walker, K. (Eds.). (2008). Digital technologies and the museum experience: Handheld guides and other media. AltaMira Press.
  • UNESCO. (2018). Göbekli Tepe. World Heritage List. https://whc.unesco.org/en/list/1572/
  • Waterton, E., & Watson, S. (2015). The Palgrave handbook of contemporary heritage research. Palgrave Macmillan.
  • Weber, M. (2022). Experiential learning and visitor engagement in digital heritage spaces. International Journal of Heritage Studies, 28(5), 789–805. https://doi.org/10.1080/13527258.2022.2037149

Göbekli Tepe’nin Kültürel Miras Sunumunda Dijital ve İnteraktif Müzecilik Yaklaşımları Üzerine Nitel Bir Değerlendirme

Yıl 2025, Cilt: 12 Sayı: 6, 27 - 53

Öz

Göbekli Tepe’de kullanılan mevcut sunum ve sergileme yöntemlerinin dijital çağın gereksinimlerini yeterince karşılamadığı görülmektedir. Bu çalışma, alanın anlatım biçimlerinin dijital ve interaktif müzecilik perspektifiyle yeniden değerlendirilmesini amaçlamaktadır. Nitel araştırma yaklaşımı benimsenmiş; alan gözlemleri, mevcut dijital içeriklerin incelenmesi ve ilgili literatür analizi yoluyla mevcut durum sistematik biçimde değerlendirilmiştir. Bulgular, kullanılan pano ve kioskların ziyaretçiyi pasif konumda bıraktığını, teknolojik araçların ise sınırlı ve güncel olmayan bir yapıda kaldığını göstermektedir. Bu nedenle artırılmış gerçeklik, sanal gerçeklik, 3B modelleme, oyunlaştırılmış öğrenme ve çocuklara yönelik etkileşimli simülasyonlar gibi yöntemlerin kullanımı önerilmektedir. Dijital ve interaktif yaklaşımlar, ziyaretçi deneyimini zenginleştirme, öğrenmeyi kalıcı hâle getirme ve Göbekli Tepe’nin kültürel mirasını sürdürülebilir biçimde aktarma açısından önemli bir potansiyel taşımaktadır. Bu modelin diğer ören yerlerine uygulanabilirliği de değerlendirilmiştir.

Etik Beyan

Bu çalışma herhangi bir etik kurul izni gerektirmemektedir. Araştırmada insan veya hayvan katılımcılar kullanılmamış, yalnızca açık kaynaklardan elde edilen veriler ve literatür incelenmiştir.

Kaynakça

  • Ada, M., İnce, E., & Olcay, A. (2022). Sanal müze turlarının COVID 19 pandemi sürecinde eğitsel amaçlı kullanılması üzerine nitel bir araştırma. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 13(3), 1103–1112.
  • Amico, N., & Felicetti, A. (2024). 3D data long-term preservation in cultural heritage. ResearchGate. https://www.researchgate.net/publication/383911725_3D_Data_Long-
  • Cameron, F., & Kenderdine, S. (Eds.). (2007). Theorizing digital cultural heritage: A critical discourse. MIT Press.
  • Cuseum Associate. (2023). How museums adapted and evolved digitally during COVID 19. Cuseum.
  • Dietrich, O., Heun, M., Notroff, J., Schmidt, K., & Zarnkow, M. (2012). The role of cult and feasting in the emergence of Neolithic communities. Antiquity, 86(331), 674–695. https://doi.org/10.1017/S0003598X00047840
  • Dietrich, O., Notroff, J., & Schmidt, K. (2017). Feasting, social complexity and the emergence of the early Neolithic of Upper Mesopotamia: A view from Göbekli Tepe. In M. Benz (Ed.), The principle of sharing: Segregation and construction of social identities at the transition from foraging to farming (pp. 157–174). ex oriente.
  • Doumas, C. (2016). Akrotiri: The archaeology of a prehistoric Aegean city. Athens: Hellenic Ministry of Culture & Sports.
  • Duvar English. (2020, April 19). Göbekli Tepe most popular virtual museum tour in Turkey amid COVID 19 isolation. https://www.duvarenglish.com/culture/2020/04/19/gobekli-tepe-
  • Ergin, G. (2022). Müze deneyiminin dijital teknolojilerle oyunlaştırılması. IDA: International Design and Art Journal, 4(2), 200–213.
  • Eser, A. (2021). Ziyaretçi profili analizi: Göbekli Tepe örneği. Sosyal ve Beşeri Bilimler Dergisi, 15(2), 85–102. https://doi.org/10.24010/soid.930862
  • Falk, J. H., & Dierking, L. D. (2013). The museum experience revisited. Routledge.
  • Forte, M., & Campana, S. (2017). Digital methods and remote sensing in archaeology: GIS, 3D modelling and data integration. Springer.
  • Giaccardi, E. (Ed.). (2012). Heritage and social media: Understanding heritage in a participatory culture. Routledge.
  • GoTürkiye. (2021). Virtual Museum Türkiye. T.C. Kültür ve Turizm Bakanlığı. https://goturkiye.com/blog/virtual
  • Gracia, L. (2024). Enriching user visitor experiences in digital museology: Combining social and virtual interaction within a metaverse environment. Applied Sciences, 14(9), 3769. https://doi.org/10.3390/app14093769
  • Hein, G. E. (1998). Learning in the museum. Routledge.
  • Henríquez, M., & Bueno, C. (2021). Interactive heritage education: Local engagement and participatory strategies in museum-school partnerships. Journal of Museum Education, 46(3), 302–315. https://doi.org/10.1080/10598650.2021.1930264
  • Hodder, I. (2013). Çatalhöyük excavations: The digital archive and reflexive archaeology. McDonald Institute for Archaeological Research.
  • Hodder, I. (2020). Studies in human-thing entanglement. Equinox Publishing.
  • Hooper-Greenhill, E. (2000). Museums and the interpretation of visual culture. Routledge.
  • ICOM. (2023). Museum digital transformation report. International Council of Museums.
  • Ivanov, R., & Velkova, V. (2025). Analyzing visitor behavior to enhance personalized experiences in smart museums: A systematic literature review. Computers, 14(5), 191. https://doi.org/10.3390/computers14050191
  • Jiang, L., Li, J., Lobo, A., Tanucan, D., Wider, W., & Zou, Y. (2025). A bibliometric insight into immersive technologies for cultural heritage preservation. npj Heritage Science, 13, 126. https://doi.org/10.1038/s40494-025-01704-z
  • Jerusalem Post. (2025, March 3). Virtual simulation center brings Göbekli Tepe to life. https://www.jpost.com/archaeology/archaeol
  • Kalaycı, T. (2020). Archaeological heritage in the digital age: Virtual Göbekli Tepe and the politics of visualization. Journal of Social Archaeology, 20(3), 437–457. https://doi.org/10.1177/1469605320940010
  • Karul, N. (2021). Neolitik Çağ’da Göbekli Tepe’nin yeri. TÜBA-KED, 24, 45–59.
  • Kasapoğlu Akyol, P. (2020). COVID 19 küresel salgın dönemi ve sonrası müze etkinlikleri. Millî Folklor, 127, 72–86.
  • Kinzel, M. (2021). Documenting Near Eastern Neolithic architecture: Aspects of 2D and 3D recording of built environments. Turkish Journal for Archaeological Science, 2021(1), 22–41.
  • Mancı, A. R., & Tengilimoğlu, E. (2021). TripAdvisor ziyaretçi yorumlarının içerik analizi: Göbeklitepe örneği. Türk Turizm Araştırmaları Dergisi, 5(2), 1525–1545. https://doi.org/10.26677/TR1010.2021.779
  • Nereye. (2025). Göbeklitepe'nin keşfi, şölenler ve Neolitik buluşmalar. Nereye.com.tr. https://nereye.com.tr/gobeklitepenin-kesfi-solenler-ve-neolitik-b
  • NTV. (2021, September 9). Sanal gerçeklikle gezi: Göbeklitepe ‘İstanbul’a geliyor’. https://www.ntv.com.tr/galeri/sanat/sanal-gerceklikle-gezi-gobeklitepe-istanbula-
  • Önaç, H. İ. (1997). Multimedya Örneğinde Etkileşimli Bilgi Kaynaklarını Değerlendirme. Türk Kütüphaneciliği, 11(2), 158–170.
  • Papadopoulos, C. (2021). Virtual reality as a tool for archaeological interpretation: Reconstructing the Bronze Age town of Akrotiri. Journal of Mediterranean Archaeology, 34(2), 145–168.
  • Parry, R. (2010). Museums in a digital age. Routledge.
  • Pescarin, S. (2014). 3D GIS applied to large archaeological sites: The case of Pompeii. In F. Remondino & S. Campana (Eds.), 3D recording and modelling in archaeology and cultural heritage (pp. 223–240). Archaeopress.
  • Read, C. (2018, June 22). Guru’s new botanic garden mobile tour features AR and VR experiences. Blooloop. https://blooloop.com/museum/news/guru-rancho-santa-ana-botanic-
  • Schmidt, K. (2006). Sie bauten die ersten Tempel: Das rätselhafte Heiligtum der Steinzeitjäger. C.H. Beck.
  • Schmidt, K. (2010). Göbekli Tepe—the Stone Age sanctuaries: New results of ongoing excavations with a special focus on sculptures and high reliefs. Documenta Praehistorica, 37, 239–256. https://doi.org/10.4312/dp.37.21
  • Shuttleist. (2025). Göbekli Tepe tarihi ve oluşumu. Shuttleist.com. https://shuttleist.com/blog- Smithsonian Institution. (2019). David H. Koch Hall of Fossils – Deep Time. Smithsonian National Museum of Natural History. https://naturalhistory.si.edu/exhibits/david-h-koe
  • Smith, L. (2006). Uses of heritage. Routledge.
  • Song, Z., & Evans, L. (2024). The museum of digital things: Extended reality and museum practices. Frontiers in Virtual Reality, 5, 1396280. https://doi.org/10.3389/frvir.2024.1396280
  • Sanal Müze. (2025). Şanlıurfa Göbeklitepe Örenyeri. Sanalmuze.gov.tr. https://sanalmuze.gov.tr/muzeler/SANLIURFAI/
  • T.C. Çalışma ve Sosyal Güvenlik Bakanlığı. (2020). 2020 yılı asgari ücret tespit kararı. https://www.csgb.gov.tr/haberler/2020-yili-asgari-ucret-aciklandi
  • T.C. Kültür ve Turizm Bakanlığı. (2025). Şanlıurfa Arkeoloji Müzesi. Kültür Portalı. https://www.kulturportali.gov.tr/turkiye/sanliurfa/gezilecekyer/sanliurfa-arkeoloji-muzesi-1
  • Tallon, L., & Walker, K. (Eds.). (2008). Digital technologies and the museum experience: Handheld guides and other media. AltaMira Press.
  • UNESCO. (2018). Göbekli Tepe. World Heritage List. https://whc.unesco.org/en/list/1572/
  • Waterton, E., & Watson, S. (2015). The Palgrave handbook of contemporary heritage research. Palgrave Macmillan.
  • Weber, M. (2022). Experiential learning and visitor engagement in digital heritage spaces. International Journal of Heritage Studies, 28(5), 789–805. https://doi.org/10.1080/13527258.2022.2037149
Toplam 48 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Arkeoloji (Diğer), Eski Anadolu Tarihi
Bölüm Makaleler
Yazarlar

Aleyna Gürbüz 0009-0007-9743-9923

İdilcan Durukal 0009-0009-2091-7952

Erken Görünüm Tarihi 23 Kasım 2025
Yayımlanma Tarihi 25 Kasım 2025
Gönderilme Tarihi 17 Haziran 2025
Kabul Tarihi 23 Kasım 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 12 Sayı: 6

Kaynak Göster

APA Gürbüz, A., & Durukal, İ. (2025). Göbekli Tepe’nin Kültürel Miras Sunumunda Dijital ve İnteraktif Müzecilik Yaklaşımları Üzerine Nitel Bir Değerlendirme. Akademik Tarih ve Düşünce Dergisi, 12(6), 27-53.

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