Research Article

Digital Game Playing Profiles of Gifted Students

Volume: 14 Number: 2 April 30, 2025
EN

Digital Game Playing Profiles of Gifted Students

Abstract

1. Beyond their entertainment value, games offer valuable learning experiences. The current study seeks to explore digital games as more than just tools for entertainment consumption; instead, they are seen as a medium for life experiences. The study aims to uncover the gaming behaviors and preferences of gifted individuals. Participants in this study include gifted primary and secondary school students who attend a science and art center in Ankara. A survey-type study was carried out to reveal the students’ digital game-playing profiles. The survey started with questions including demographic information, and asked participants questions such as what age they started playing games, how often they played games, how long they played games, their preferred devices, their favorite games, spending money on the game, and producing videos. The five favorite games were asked as open-ended questions, making game videos closed-ended and cascade questions. The findings are presented as frequency and percentage. Whether the profile difference according to gender was significant or not was determined by the chi-square test. As a result of the study, the gender factor had significant effects on the participants’ digital game-playing profiles. Accordingly, the duration of playing games, frequency of playing games, paying for games, and recording game videos differ according to gender. Although there are differences in the types of games preferred by male students and female students, the sandbox game Minecraft and card games are at the top of the list of the most popular games for both female students and male students. Considering the game-playing preferences of students, the most appropriate digital game types that can be integrated into the education of gifted students are sandbox and card game types.

Keywords

References

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Details

Primary Language

English

Subjects

Instructional Technologies

Journal Section

Research Article

Early Pub Date

April 17, 2025

Publication Date

April 30, 2025

Submission Date

February 1, 2024

Acceptance Date

May 22, 2024

Published in Issue

Year 2025 Volume: 14 Number: 2

APA
Kıdıman, E., & Güyer, T. (2025). Digital Game Playing Profiles of Gifted Students. Bartın University Journal of Faculty of Education, 14(2), 394-404. https://doi.org/10.14686/buefad.1429392
AMA
1.Kıdıman E, Güyer T. Digital Game Playing Profiles of Gifted Students. BUEFAD. 2025;14(2):394-404. doi:10.14686/buefad.1429392
Chicago
Kıdıman, Esra, and Tolga Güyer. 2025. “Digital Game Playing Profiles of Gifted Students”. Bartın University Journal of Faculty of Education 14 (2): 394-404. https://doi.org/10.14686/buefad.1429392.
EndNote
Kıdıman E, Güyer T (April 1, 2025) Digital Game Playing Profiles of Gifted Students. Bartın University Journal of Faculty of Education 14 2 394–404.
IEEE
[1]E. Kıdıman and T. Güyer, “Digital Game Playing Profiles of Gifted Students”, BUEFAD, vol. 14, no. 2, pp. 394–404, Apr. 2025, doi: 10.14686/buefad.1429392.
ISNAD
Kıdıman, Esra - Güyer, Tolga. “Digital Game Playing Profiles of Gifted Students”. Bartın University Journal of Faculty of Education 14/2 (April 1, 2025): 394-404. https://doi.org/10.14686/buefad.1429392.
JAMA
1.Kıdıman E, Güyer T. Digital Game Playing Profiles of Gifted Students. BUEFAD. 2025;14:394–404.
MLA
Kıdıman, Esra, and Tolga Güyer. “Digital Game Playing Profiles of Gifted Students”. Bartın University Journal of Faculty of Education, vol. 14, no. 2, Apr. 2025, pp. 394-0, doi:10.14686/buefad.1429392.
Vancouver
1.Esra Kıdıman, Tolga Güyer. Digital Game Playing Profiles of Gifted Students. BUEFAD. 2025 Apr. 1;14(2):394-40. doi:10.14686/buefad.1429392

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Bartın University Journal of Faculty of Education