{"title":"Baron Avqustun Kaleme Aldığı “Koroğlu” Masalı","authors":"Ali Aliyev","doi":"10.22559/folklor.2500","DOIUrl":"https://doi.org/10.22559/folklor.2500","url":null,"abstract":"","PeriodicalId":37183,"journal":{"name":"Folklor/Edebiyat","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136049028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Antropolog Lloyd A. Fallers’ın 1960’lardaki Türkiye çalışmaları","authors":"Ali Sipahi","doi":"10.22559/folklor.2485","DOIUrl":"https://doi.org/10.22559/folklor.2485","url":null,"abstract":"","PeriodicalId":37183,"journal":{"name":"Folklor/Edebiyat","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136049012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article focuses on the work named “Games at Home” which deals with how kids and teenagers transfer their traditional games to the digital world. The work “Games At Home” applied because it is believed that this work will solve the problems on cultural transmission in covid-19 pandemic time period. Work performed on kids that are between 4-14 ages, in total of 259 participant children and their parents. Gathered data is created by content analysis and by assesment forms given to the participants end of the training. At the same time researcher’s observations during the work and includes them detachedly. During the work participants are informed about the purpose of the work and the usage of the data and by that parents are informed about the importance of cultural transmission and researches aims to raise awareness towards the cultural games, at the same time it avoids the outrun of the scientific ethics. The work leads to some discussions which are if the digital world is proper for this task, is the cultural transmission can be done with these methods, is there a need of an instructor during the process and sustainability of the project. In conclusion, altough it is not possible to exactly distinguish games between traditional and digital and the contents which created are experienced during the covid-19 pandemic and it is manifested that it has a sustainability.
本文关注的是一篇名为《在家玩游戏》的作品,该作品探讨了儿童和青少年如何将传统游戏转移到数字世界中。作品“Games At Home”被申请,因为我认为它可以解决新冠疫情时期的文化传播问题。研究对象为4-14岁的儿童,共有259名参与研究的儿童及其父母。收集的数据是通过内容分析和培训结束后给参与者的评估表格来创建的。同时研究人员在工作中的观察结果,并将其独立地包括在内。在工作过程中,参与者被告知工作的目的和数据的使用,父母被告知文化传播的重要性,研究的目的是提高对文化游戏的认识,同时避免科学伦理的逃逸。这项工作引发了一些讨论,包括数字世界是否适合这项任务,文化传播是否可以用这些方法完成,在这个过程中是否需要一个导师,以及项目的可持续性。综上所述,尽管我们无法准确区分传统游戏和数字游戏,但在covid-19大流行期间所创造的内容却具有可持续性。
{"title":"Digital Transfer of Traditional Games During the Covid-19 Epidemic: There is Game at Home!","authors":"Meryem Özdemir","doi":"10.22559/folklor.2142","DOIUrl":"https://doi.org/10.22559/folklor.2142","url":null,"abstract":"This article focuses on the work named “Games at Home” which deals with how kids and teenagers transfer their traditional games to the digital world. The work “Games At Home” applied because it is believed that this work will solve the problems on cultural transmission in covid-19 pandemic time period. Work performed on kids that are between 4-14 ages, in total of 259 participant children and their parents. Gathered data is created by content analysis and by assesment forms given to the participants end of the training. At the same time researcher’s observations during the work and includes them detachedly. During the work participants are informed about the purpose of the work and the usage of the data and by that parents are informed about the importance of cultural transmission and researches aims to raise awareness towards the cultural games, at the same time it avoids the outrun of the scientific ethics. The work leads to some discussions which are if the digital world is proper for this task, is the cultural transmission can be done with these methods, is there a need of an instructor during the process and sustainability of the project. In conclusion, altough it is not possible to exactly distinguish games between traditional and digital and the contents which created are experienced during the covid-19 pandemic and it is manifested that it has a sustainability.","PeriodicalId":37183,"journal":{"name":"Folklor/Edebiyat","volume":"28 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68217364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}