Araştırma Makalesi
BibTex RIS Kaynak Göster

The Integration of Dede Korkut Narratives into Educational Environments as Digital Stories

Yıl 2026, Cilt: 41 Sayı: 1, 193 - 211, 23.01.2026

Öz

This study explores the pedagogical potential and cultural significance of integrating Dede Korkut narratives into educational settings through digital storytelling, with a particular focus on the teaching of Turkish as a native language. As epic tales deeply rooted in Turkic oral tradition, Dede Korkut stories serve as vital repositories of cultural memory, moral values, and collective identity. With the rapid advancement of digital technologies and the diversification of instructional environments, these narratives present new opportunities for multimodal learning, value transmission, and learner engagement. Adopting a theoretical framework grounded in cultural memory studies, transitions from orality to digitality, and media convergence theory, the study examines the transformation of epic folklore into digital formats and its effects on the performative, functional, and pedagogical dimensions of these narratives. Drawing on case studies from TRT Çocuk animated series, the Ministry of National Education’s EBA platform, user-generated YouTube adaptations, and the Meta Quest VR adaptation Dede Korkut Chronicles Game, the analysis highlights how such media contribute to early literacy, vocabulary development, intercultural awareness, and participatory culture in the teaching of Turkish as a native language. It is argued that digital tools enable interactive and collaborative storytelling practices aligned with constructivist approaches, thereby enhancing both cultural continuity and learner motivation. The findings suggest that embedding traditional epic narratives into contemporary digital pedagogies fosters critical skills such as narrative comprehension, empathy, and digital literacy, while also ensuring the sustainable preservation of cultural heritage and expanding experiential learning opportunities through immersive VR environments.

Kaynakça

  • Assmann, J. (2011). Cultural memory and early civilization: Writing, remembrance, and political imagination. Cambridge University Press.
  • Barthes, R. (1972). Mythologies. Hill and Wang.
  • Başgöz, İ. (1986). Türk halk hikâyelerinde söz kalıpları. Folklor yazıları. İstanbul: Adam Yayınları.
  • Bendix, R., & Hasan-Rokem, G. (Eds.). (2012). A companion to folklore. Wiley-Blackwell.
  • Bizim Kütüphane, 2024. https://www.youtube.com/watch?v=aJACjf9rqq8
  • Blank, T. J. (Ed.). (2009). Folklore and the Internet: Vernacular expression in a digital world. Utah State University Press.
  • Boratav, P. N. (1991). Dede Korkut hikâyeleri hakkında. Folklor ve edebiyat. İstanbul: Adam Yayınları.
  • Boratav, P. N. (2003). 100 soruda Türk halk edebiyatı (6. bs.). İstanbul: Gerçek Yayınevi.
  • Buckingham, D. (2003). Media education: Literacy, learning and contemporary culture. Cambridge: Polity Press.
  • Burgess, J., & Green, J. (2018). YouTube: Online video and participatory culture (2nd ed.). Polity Press.
  • Çobanoğlu, Ö. (2000). Halkbilimi kuramları ve araştırma yöntemleri tarihine giriş. Ankara: Akçağ Yayınları.
  • Denzin, N. K. (2012). Triangulation 2.0. Journal of Mixed Methods Research, 6(2), 80–88.
  • Dundes, A. (1965). The study of folklore. Prentice-Hall.
  • Ergin, M. (1989). Dede Korkut kitabı (Giriş, metin, gramer, dizin). İstanbul: Boğaziçi Yayınları.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
  • Goody, J. (1987). The interface between the written and the oral. Cambridge University Press.
  • Gökyay, O. Ş. (1994). Dedem Korkut kitabı üzerine. Türk Dili Araştırmaları Yıllığı-Belleten, 36(1988), 91–96.
  • Howard, R. G. (2008). The vernacular web of participatory media. Critical Studies in Media Communication, 25(5), 490–513.
  • Herdiawan, R. D., Afrianto, A., Nurhidayat, E., Nurhidayah, Y., & Rofi’i, A. (2023). Folklore-Based Virtual Reality as a Teaching Media in the Secondary School Viewed From its Implication and Multimodal Aspects. IJLECR (International Journal of Language Education and Culture Review), 9(1), 85–96. https://doi.org/10.21009/ijlecr.v9i1.37646
  • Howard, R. G. (2015). Digital storytelling and the shifting politics of networked folklore. Journal of American Folklore, 128(509), 275–295.
  • Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York University Press.
  • Kapchan, D. A. (2014). The aesthetics of proximity: Folklore performance and new media. In T. L. Cooley, K. Meizel, & N. Syed (Eds.), Cultural appropriation and the arts: Critical studies in improvisation (pp. 35–52). Oxford University Press.
  • Kozinets, R. V. (2020). Netnography: The essential guide to qualitative social media research (3rd ed.). Sage.
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Meta.com. (2024). https://www.meta.com/experiences/dede-korkut-chronicles/1758308727628489/?utm_source=webtekno
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook (2nd ed.). Sage.
  • Millî Eğitim Bakanlığı. (2020). Dede Korkut Hikâyeleri [Video]. Eğitim Bilişim Ağı. https://www.eba.gov.tr/trt-ebatv/izle/3180fa191ae3eeace462f9459c80e66d004af1e552
  • Mitchell, W. J. T. (2005). What do pictures want? The lives and loves of images. University of Chicago Press.
  • Ong, W. J. (2007). Orality and literacy: The technologizing of the word (30th anniversary ed.). Routledge.
  • Pink, S., Horst, H., Postill, J., Hjorth, L., Lewis, T., & Tacchi, J. (2016). Digital ethnography: Principles and practice. Sage.
  • Postill, J., & Pink, S. (2012). Social media ethnography: The digital researcher in a messy web. Media International Australia, 145(1), 123–134.
  • Propp, V. (1968). Morphology of the folktale. University of Texas Press.
  • Stewart, S. (1991). Crimes of writing: Problems in the containment of representation. Oxford University Press.
  • TRT Çocuk. (2023). Dede Korkut Hikâyeleri – 22. Bölüm [Video]. YouTube. https://www.youtube.com/watch?v=aXIqvvxFbMY
  • Scholte, B. (1972). Toward a reflexive and critical anthropology. In Dell Hymes (Ed.), Reinventing Anthropology (pp. 430–457). New York: Pantheon Books.
  • Thomas, S., & Manalil, P. (2025). Digital storytelling and the pedagogy of belonging: Reimagining inclusion in higher education. Frontiers in Communication, 10, Article 1630596. https://doi.org/10.3389/fcomm.2025.1630596
  • Webtekno, Meta Quest VR adaptation Dede Korkut Chronicles Game. https://www.meta.com/experiences/dede-korkut-chronicles/1758308727628489/?utm_source=webtekno
  • Zipes, J. (2005). Why fairy tales stick: The evolution and relevance of a genre. Routledge.
  • Yu, B., & Wang, W. (2025). Using digital storytelling to promote language learning, digital literacy and digital collaboration among English pre-service teachers. System, 129, Article 103577. https://doi.org/10.1016/j.system.2024.103577

The Integration of Dede Korkut Narratives into Educational Environments as Digital Stories

Yıl 2026, Cilt: 41 Sayı: 1, 193 - 211, 23.01.2026

Öz

This study explores the pedagogical potential and cultural significance of integrating Dede Korkut narratives into educational settings through digital storytelling, with a particular focus on the teaching of Turkish as a native language. As epic tales deeply rooted in Turkic oral tradition, Dede Korkut stories serve as vital repositories of cultural memory, moral values, and collective identity. With the rapid advancement of digital technologies and the diversification of instructional environments, these narratives present new opportunities for multimodal learning, value transmission, and learner engagement. Adopting a theoretical framework grounded in cultural memory studies, transitions from orality to digitality, and media convergence theory, the study examines the transformation of epic folklore into digital formats and its effects on the performative, functional, and pedagogical dimensions of these narratives. Drawing on case studies from TRT Çocuk animated series, the Ministry of National Education’s EBA platform, user-generated YouTube adaptations, and the Meta Quest VR adaptation Dede Korkut Chronicles Game, the analysis highlights how such media contribute to early literacy, vocabulary development, intercultural awareness, and participatory culture in the teaching of Turkish as a native language. It is argued that digital tools enable interactive and collaborative storytelling practices aligned with constructivist approaches, thereby enhancing both cultural continuity and learner motivation. The findings suggest that embedding traditional epic narratives into contemporary digital pedagogies fosters critical skills such as narrative comprehension, empathy, and digital literacy, while also ensuring the sustainable preservation of cultural heritage and expanding experiential learning opportunities through immersive VR environments.

Kaynakça

  • Assmann, J. (2011). Cultural memory and early civilization: Writing, remembrance, and political imagination. Cambridge University Press.
  • Barthes, R. (1972). Mythologies. Hill and Wang.
  • Başgöz, İ. (1986). Türk halk hikâyelerinde söz kalıpları. Folklor yazıları. İstanbul: Adam Yayınları.
  • Bendix, R., & Hasan-Rokem, G. (Eds.). (2012). A companion to folklore. Wiley-Blackwell.
  • Bizim Kütüphane, 2024. https://www.youtube.com/watch?v=aJACjf9rqq8
  • Blank, T. J. (Ed.). (2009). Folklore and the Internet: Vernacular expression in a digital world. Utah State University Press.
  • Boratav, P. N. (1991). Dede Korkut hikâyeleri hakkında. Folklor ve edebiyat. İstanbul: Adam Yayınları.
  • Boratav, P. N. (2003). 100 soruda Türk halk edebiyatı (6. bs.). İstanbul: Gerçek Yayınevi.
  • Buckingham, D. (2003). Media education: Literacy, learning and contemporary culture. Cambridge: Polity Press.
  • Burgess, J., & Green, J. (2018). YouTube: Online video and participatory culture (2nd ed.). Polity Press.
  • Çobanoğlu, Ö. (2000). Halkbilimi kuramları ve araştırma yöntemleri tarihine giriş. Ankara: Akçağ Yayınları.
  • Denzin, N. K. (2012). Triangulation 2.0. Journal of Mixed Methods Research, 6(2), 80–88.
  • Dundes, A. (1965). The study of folklore. Prentice-Hall.
  • Ergin, M. (1989). Dede Korkut kitabı (Giriş, metin, gramer, dizin). İstanbul: Boğaziçi Yayınları.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
  • Goody, J. (1987). The interface between the written and the oral. Cambridge University Press.
  • Gökyay, O. Ş. (1994). Dedem Korkut kitabı üzerine. Türk Dili Araştırmaları Yıllığı-Belleten, 36(1988), 91–96.
  • Howard, R. G. (2008). The vernacular web of participatory media. Critical Studies in Media Communication, 25(5), 490–513.
  • Herdiawan, R. D., Afrianto, A., Nurhidayat, E., Nurhidayah, Y., & Rofi’i, A. (2023). Folklore-Based Virtual Reality as a Teaching Media in the Secondary School Viewed From its Implication and Multimodal Aspects. IJLECR (International Journal of Language Education and Culture Review), 9(1), 85–96. https://doi.org/10.21009/ijlecr.v9i1.37646
  • Howard, R. G. (2015). Digital storytelling and the shifting politics of networked folklore. Journal of American Folklore, 128(509), 275–295.
  • Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York University Press.
  • Kapchan, D. A. (2014). The aesthetics of proximity: Folklore performance and new media. In T. L. Cooley, K. Meizel, & N. Syed (Eds.), Cultural appropriation and the arts: Critical studies in improvisation (pp. 35–52). Oxford University Press.
  • Kozinets, R. V. (2020). Netnography: The essential guide to qualitative social media research (3rd ed.). Sage.
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Meta.com. (2024). https://www.meta.com/experiences/dede-korkut-chronicles/1758308727628489/?utm_source=webtekno
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook (2nd ed.). Sage.
  • Millî Eğitim Bakanlığı. (2020). Dede Korkut Hikâyeleri [Video]. Eğitim Bilişim Ağı. https://www.eba.gov.tr/trt-ebatv/izle/3180fa191ae3eeace462f9459c80e66d004af1e552
  • Mitchell, W. J. T. (2005). What do pictures want? The lives and loves of images. University of Chicago Press.
  • Ong, W. J. (2007). Orality and literacy: The technologizing of the word (30th anniversary ed.). Routledge.
  • Pink, S., Horst, H., Postill, J., Hjorth, L., Lewis, T., & Tacchi, J. (2016). Digital ethnography: Principles and practice. Sage.
  • Postill, J., & Pink, S. (2012). Social media ethnography: The digital researcher in a messy web. Media International Australia, 145(1), 123–134.
  • Propp, V. (1968). Morphology of the folktale. University of Texas Press.
  • Stewart, S. (1991). Crimes of writing: Problems in the containment of representation. Oxford University Press.
  • TRT Çocuk. (2023). Dede Korkut Hikâyeleri – 22. Bölüm [Video]. YouTube. https://www.youtube.com/watch?v=aXIqvvxFbMY
  • Scholte, B. (1972). Toward a reflexive and critical anthropology. In Dell Hymes (Ed.), Reinventing Anthropology (pp. 430–457). New York: Pantheon Books.
  • Thomas, S., & Manalil, P. (2025). Digital storytelling and the pedagogy of belonging: Reimagining inclusion in higher education. Frontiers in Communication, 10, Article 1630596. https://doi.org/10.3389/fcomm.2025.1630596
  • Webtekno, Meta Quest VR adaptation Dede Korkut Chronicles Game. https://www.meta.com/experiences/dede-korkut-chronicles/1758308727628489/?utm_source=webtekno
  • Zipes, J. (2005). Why fairy tales stick: The evolution and relevance of a genre. Routledge.
  • Yu, B., & Wang, W. (2025). Using digital storytelling to promote language learning, digital literacy and digital collaboration among English pre-service teachers. System, 129, Article 103577. https://doi.org/10.1016/j.system.2024.103577
Toplam 39 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Sosyal ve Beşeri Bilimler Eğitimi (Ekonomi, İşletme ve Yönetim Hariç), Eğitim Üzerine Çalışmalar (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Recai Bazancir 0000-0003-2393-508X

Emrullah Yiğit 0000-0002-5319-0798

Gönderilme Tarihi 15 Ağustos 2025
Kabul Tarihi 27 Ekim 2025
Yayımlanma Tarihi 23 Ocak 2026
Yayımlandığı Sayı Yıl 2026 Cilt: 41 Sayı: 1

Kaynak Göster

APA Bazancir, R., & Yiğit, E. (2026). The Integration of Dede Korkut Narratives into Educational Environments as Digital Stories. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 41(1), 193-211. https://doi.org/10.16986/hunefd.1765559