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Year 2021, Volume: 7 Issue: 2, 128 - 138, 01.04.2021
https://doi.org/10.21891/jeseh.841669

Abstract

Supporting Institution

yok

Project Number

yok

References

  • Abelman, R. (1995). Reclaiming the wasteland: TV & gifted children. Cresskill, NJ: Hampton Press.
  • Admiraal, W. (2015). A role-play game to facilitate the development of students’ reflective internet skills. Educational Technology & Society, 18, 301–308.
  • Agaoğlu, O., & Metin, N. (2016). A Survey study on the 4th – 8th graders in the science and arts centers who play violent pc games comparing to their school-only peer group. Journal of Gifted Education and Research, 3(2), 11-25.
  • Ahn, J., & Randall, G. (2007). Computer game addiction. Retrieved May 19, 2020 from http://andrewd.ces.clemson.edu/courses/cpsc414/spring07/chp/team3.pdf.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th Ed.). Arlington, VA: American Psychiatric Publishing.
  • Ball, C., Huang, K. T., Cotten, S. R., & Rikard, R. V. (2020). Gaming the SySTEM: The relationship between video games and the digital and STEM divides. Games and Culture, 15(5), 501-528. doi:10.1177/1555412018812513
  • Barcus, F.E. (1969). Parental influence on children's television viewing. Television Quarterly, 8(3), 83-96.
  • Beranuy, M., Carbonell, X., & Griffiths, M. D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, 1-13. doi:10.1007/s11469-012-9405-2
  • Bickham, D. S., Vandewater, E. A., Huston, A. C., Lee, J. H., Caplovitz, A. G., & Wright, J. C. (2003). Predictors of children's electronic media use: An examination of three ethnic groups. Media Psychology, 5(2), 107-137. doi:10.1207/S1532785XMEP0502_1
  • Blumberg, F., Genovese, J., & Hollander, B. (2001). Goals, attention, and video game performance among gifted children. Gifted Child Quarterly, 45, 216–222. doi:10.1177/0261429414540392
  • Chang K, Wu L, Weng S, Sung Y (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2):775–786. doi:10.1016/j.compedu.2011.10.002
  • Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675. doi:10.1089/109493103322725469
  • Chumbley J., & Griffiths M. (2006). Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play. CyberPsychology & Behavior, 9, 308–316. doi:10.1089/cpb.2006.9.308
  • Clark, A., & Ernst, J. (2009). Gaming research for technology education. Journal of STEM Education, 10(1). Retrieved May 9, 2020 from https://www.learntechlib.org/p/173745/.
  • Colwell, J., Grady, C., & Rhaiti, S. (1995). Computer games, self-esteem, and gratification of needs in adolescents. Journal of Community & Applied Social Psychology, 5(3), 195–206. doi:10.1002/casp.2450050308
  • Davis, G. A., Rimm, S. B., & Siegle, D. (2011). Education of the gifted and talented (6th ed.). Boston: Pearson.
  • Deubel, P. (2006). “Game on!” Technological Horizons in Education, 33(6), 30-35.
  • Ferguson, C. J., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. Journal of Psychiatric Research, 45, 1573 – 1578. doi:10.1016/j.jpsychires.2011.09.005
  • Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108(3), 592-599. doi:10.1111/add.12016
  • Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20(5), 594-602. doi: 10.1111/j.1467-9280.2009.02340.x
  • Giles, J. W., & Heyman, G. D. (2005). Preschoolers use trait‐relevant information to evaluate the appropriateness of an aggressive response. Aggressive Behavior, 31(5), 498-509. doi:10.1002/ab.20086
  • Griffiths, M. D., & Hunt, N. (1998). Dependency on computer games by adolescents. Psychological Reports, 82, 475-480. doi:10.2466/pr0.1998.82.2.475
  • Griffiths, M. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191-197. doi:10.1080/14659890500114359
  • Grimes, D., & Warschauer, M. (2008). Learning with laptops: A multi-method case study. Journal of Educational Computing Research, 38(3), 305-332. doi:0.2190/EC.38.3.d
  • Hamlen, K. R. (2010). Re-examining gender differences in video game play: Time spent and feelings of success. Journal of Educational Computing Research, 43(3), 293–308. doi:10.2190/EC.43.3.b.
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910-931. doi:10.1111/j.1083-6101.2006.00301.x
  • Horzum, M. B. (2011). Examining computer game addiction level of primary school students in terms of different variables. Eğitim ve Bilim, 36(159), 57-68.
  • Horzum, M.B., Ayas, T., & Balta, Ö.Ç. (2008). Computer game addiction scale for children. Turkish Psychological Counseling and Guidance Journal, 3(30), 76-88.
  • Jadidian, A. A., Sharif Pasha, H., & Ganji, H. (2012). Meta- analysis of the effect of computer games on selective feedback, working memory, and spatial visualization. Journal of Educational Psychology. 9(28), 58-75.
  • Johansson A., & Götestam K. G. (2004). Problems with computer games without monetary reward: similarity to pathological gambling. Psychological Reports, 95,641–650. doi:10.2466/pr0.95.2.641-650
  • Kahveci, M. (2010). Students’ perceptions to use technology for learning: Measurement integrity of the modified Fennema-Sherman attitudes scales. The Turkish Online Journal of Educational Technology, 9, 185–201.
  • King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331-342. doi:10.1016/j.cpr.2013.01.002
  • Király, O., Griffiths, M. D., King, D. L., Lee, H. K., Lee, S. Y., Bányai, F., ... & Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503-517. doi:10.1556/2006.6.2017.050
  • Klimmt C., Schmid H., & Orthmann J. (2009). Exploring the enjoyment of playing browser games. Cyberpsychology & Behavior, 12(2), 231–234. doi:10.1089/cpb.2008.0128
  • Kothari, C. R. (2004). Research methodology: Methods and techniques. New Age International.
  • Lee, C. S., & McKenzie, K. (2015). Socioeconomic and geographic inequalities of internet addiction in Korean adolescents. Psychiatry Investigation, 12(4), 559-562. doi:10.4306/pi.2015.12.4.559
  • Lee, K. S. Y. (2001). Using telecollaboration for self-regulated thinking skills: Instruction with regular and gifted learners. High Ability Studies, 12, 235-247. doi:10.1080/13598130120084357
  • Lemmens, J. S., & Bushman, B. J. B. (2006). The appeal of violent video games to lower educated aggressive adolescent boys from two countries. Cyberpsychology & Behavior, 9(5), 638-641. doi: 10.1089/cpb.2006.9.638.
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, 77-95. doi:10.1080/15213260802669458
  • Leung, L. (2007). Stressful life events, motives for Internet use, and social support among digital kids. CyberPsychology & Behavior, 10(2), 204-214. doi:0.1089/cpb.2006.9967
  • Li, Q., (2010). Digital game building: learning in a participatory culture. Educational Research 52(4):427–443. doi:10.1080/00131881.2010.524752
  • Loton, D., Borkoles, E., Lubman, D., & Polman, R. (2016). Video game addiction, engagement and symptoms of stress, depression and anxiety: The mediating role of coping. International Journal of Mental Health and Addiction, 14(4), 565–578. doi:10.1007/s11469-015-9578-6
  • Männikkö, N., Billieux, J., & Kääriäinen, M. (2015). Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults. Journal of Behavioral Addictions, 4(4), 281–288. doi:10.1556/2006.4.2015.040
  • Mazurek, M. O., & Engelhardt, C. R. (2013). Video game use in boys with autism spectrum disorder, ADHD, or typical development. Pediatrics, 132(2), 260-266. doi:10.1542/peds.2012-3956
  • Olson, C. K. (2010). Children’s motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180–187. doi:10.1037/a0018984
  • Periathiruvadi, S., & Rinn, A. N. (2012). Technology in gifted education: A review of best practices and empirical research. Journal of Research on Technology in Education, 45(2), 153-169. doi:10.1080/15391523.2012.10782601
  • Peters, C. S., & Malesky, L. A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. CyberPsychology & Behavior, 11, 481–484. doi:10.1089/cpb.2007.0140
  • Preston, J., & Morrison, B. (2009). Entertaining education–using games-based and service-oriented learning to improve STEM education. In Transactions on edutainment III (pp. 70-81). Springer, Berlin, Heidelberg.
  • Rideout, V. J., Foehr, U. G., & Roberts, D. F. (2010). Generation M2: Media in the lives of 8–18 year-olds. Kaiser Family Foundation. Retrieved May 14, 2020 from https://eric.ed.gov/?id=ED527859
  • Roberts, B. K. (2010). Gifted and addicted: Perils of the cyber world. Retrieved Aprl 24, 2020 from http://www.2enewsletter.com/subscribers_only/arch_Roberts_Gifted_and_Addicted_11-10.htm
  • Şahin, A. (2015). The effects of computer games on 4th, 5th, and 6th grade students’ tendency to violence. Electronic Turkish Studies, 10(11), 1359-1376. doi:10.7827/TurkishStudies.8658
  • Şahin, C., & Tuğrul, V. M. (2012). Defining the levels of computer game addiction of the primary school students. Zeitschrift für die Welt der Türken, 4(3), 115-130.
  • Sak, U. (2010). International perspectives on education for gifted students: Turkey. In C. J. Maker & S. W. Schiever (Eds.), Curriculum development and teaching strategies for gifted learners (pp. 432–441). Texas: PRO-Ed Inc.
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Computer Game Addiction in Gifted Students and Non-Gifted Children: A Caution for Technology-Oriented STEM Activities

Year 2021, Volume: 7 Issue: 2, 128 - 138, 01.04.2021
https://doi.org/10.21891/jeseh.841669

Abstract

The aim of this research was to examine computer game addiction levels in gifted students, in comparison with addiction levels in non-gifted students. Data were obtained from 614 (169 gifted, 445 non-gifted) primary school students in Turkey, by using The Computer Game Addiction Scale for Children. This research was a correlational study using ANCOVA to compare gifted and non-gifted samples, and the multiple regression was conducted to determine predictors of game addiction in the gifted sample. Research findings showed that there was no statistical difference between gifted and non-gifted students’ computer game addiction levels, after controlling for the gender, school type, and game type. However, there was a significant difference in addiction scores between males and females in the sample whilst controlling for the giftedness, school type, and game type. Finally, gender and daily playtime have been found to be significant predictors of game addiction in gifted students.

Project Number

yok

References

  • Abelman, R. (1995). Reclaiming the wasteland: TV & gifted children. Cresskill, NJ: Hampton Press.
  • Admiraal, W. (2015). A role-play game to facilitate the development of students’ reflective internet skills. Educational Technology & Society, 18, 301–308.
  • Agaoğlu, O., & Metin, N. (2016). A Survey study on the 4th – 8th graders in the science and arts centers who play violent pc games comparing to their school-only peer group. Journal of Gifted Education and Research, 3(2), 11-25.
  • Ahn, J., & Randall, G. (2007). Computer game addiction. Retrieved May 19, 2020 from http://andrewd.ces.clemson.edu/courses/cpsc414/spring07/chp/team3.pdf.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th Ed.). Arlington, VA: American Psychiatric Publishing.
  • Ball, C., Huang, K. T., Cotten, S. R., & Rikard, R. V. (2020). Gaming the SySTEM: The relationship between video games and the digital and STEM divides. Games and Culture, 15(5), 501-528. doi:10.1177/1555412018812513
  • Barcus, F.E. (1969). Parental influence on children's television viewing. Television Quarterly, 8(3), 83-96.
  • Beranuy, M., Carbonell, X., & Griffiths, M. D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, 1-13. doi:10.1007/s11469-012-9405-2
  • Bickham, D. S., Vandewater, E. A., Huston, A. C., Lee, J. H., Caplovitz, A. G., & Wright, J. C. (2003). Predictors of children's electronic media use: An examination of three ethnic groups. Media Psychology, 5(2), 107-137. doi:10.1207/S1532785XMEP0502_1
  • Blumberg, F., Genovese, J., & Hollander, B. (2001). Goals, attention, and video game performance among gifted children. Gifted Child Quarterly, 45, 216–222. doi:10.1177/0261429414540392
  • Chang K, Wu L, Weng S, Sung Y (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2):775–786. doi:10.1016/j.compedu.2011.10.002
  • Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675. doi:10.1089/109493103322725469
  • Chumbley J., & Griffiths M. (2006). Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play. CyberPsychology & Behavior, 9, 308–316. doi:10.1089/cpb.2006.9.308
  • Clark, A., & Ernst, J. (2009). Gaming research for technology education. Journal of STEM Education, 10(1). Retrieved May 9, 2020 from https://www.learntechlib.org/p/173745/.
  • Colwell, J., Grady, C., & Rhaiti, S. (1995). Computer games, self-esteem, and gratification of needs in adolescents. Journal of Community & Applied Social Psychology, 5(3), 195–206. doi:10.1002/casp.2450050308
  • Davis, G. A., Rimm, S. B., & Siegle, D. (2011). Education of the gifted and talented (6th ed.). Boston: Pearson.
  • Deubel, P. (2006). “Game on!” Technological Horizons in Education, 33(6), 30-35.
  • Ferguson, C. J., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. Journal of Psychiatric Research, 45, 1573 – 1578. doi:10.1016/j.jpsychires.2011.09.005
  • Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108(3), 592-599. doi:10.1111/add.12016
  • Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20(5), 594-602. doi: 10.1111/j.1467-9280.2009.02340.x
  • Giles, J. W., & Heyman, G. D. (2005). Preschoolers use trait‐relevant information to evaluate the appropriateness of an aggressive response. Aggressive Behavior, 31(5), 498-509. doi:10.1002/ab.20086
  • Griffiths, M. D., & Hunt, N. (1998). Dependency on computer games by adolescents. Psychological Reports, 82, 475-480. doi:10.2466/pr0.1998.82.2.475
  • Griffiths, M. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191-197. doi:10.1080/14659890500114359
  • Grimes, D., & Warschauer, M. (2008). Learning with laptops: A multi-method case study. Journal of Educational Computing Research, 38(3), 305-332. doi:0.2190/EC.38.3.d
  • Hamlen, K. R. (2010). Re-examining gender differences in video game play: Time spent and feelings of success. Journal of Educational Computing Research, 43(3), 293–308. doi:10.2190/EC.43.3.b.
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910-931. doi:10.1111/j.1083-6101.2006.00301.x
  • Horzum, M. B. (2011). Examining computer game addiction level of primary school students in terms of different variables. Eğitim ve Bilim, 36(159), 57-68.
  • Horzum, M.B., Ayas, T., & Balta, Ö.Ç. (2008). Computer game addiction scale for children. Turkish Psychological Counseling and Guidance Journal, 3(30), 76-88.
  • Jadidian, A. A., Sharif Pasha, H., & Ganji, H. (2012). Meta- analysis of the effect of computer games on selective feedback, working memory, and spatial visualization. Journal of Educational Psychology. 9(28), 58-75.
  • Johansson A., & Götestam K. G. (2004). Problems with computer games without monetary reward: similarity to pathological gambling. Psychological Reports, 95,641–650. doi:10.2466/pr0.95.2.641-650
  • Kahveci, M. (2010). Students’ perceptions to use technology for learning: Measurement integrity of the modified Fennema-Sherman attitudes scales. The Turkish Online Journal of Educational Technology, 9, 185–201.
  • King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331-342. doi:10.1016/j.cpr.2013.01.002
  • Király, O., Griffiths, M. D., King, D. L., Lee, H. K., Lee, S. Y., Bányai, F., ... & Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503-517. doi:10.1556/2006.6.2017.050
  • Klimmt C., Schmid H., & Orthmann J. (2009). Exploring the enjoyment of playing browser games. Cyberpsychology & Behavior, 12(2), 231–234. doi:10.1089/cpb.2008.0128
  • Kothari, C. R. (2004). Research methodology: Methods and techniques. New Age International.
  • Lee, C. S., & McKenzie, K. (2015). Socioeconomic and geographic inequalities of internet addiction in Korean adolescents. Psychiatry Investigation, 12(4), 559-562. doi:10.4306/pi.2015.12.4.559
  • Lee, K. S. Y. (2001). Using telecollaboration for self-regulated thinking skills: Instruction with regular and gifted learners. High Ability Studies, 12, 235-247. doi:10.1080/13598130120084357
  • Lemmens, J. S., & Bushman, B. J. B. (2006). The appeal of violent video games to lower educated aggressive adolescent boys from two countries. Cyberpsychology & Behavior, 9(5), 638-641. doi: 10.1089/cpb.2006.9.638.
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, 77-95. doi:10.1080/15213260802669458
  • Leung, L. (2007). Stressful life events, motives for Internet use, and social support among digital kids. CyberPsychology & Behavior, 10(2), 204-214. doi:0.1089/cpb.2006.9967
  • Li, Q., (2010). Digital game building: learning in a participatory culture. Educational Research 52(4):427–443. doi:10.1080/00131881.2010.524752
  • Loton, D., Borkoles, E., Lubman, D., & Polman, R. (2016). Video game addiction, engagement and symptoms of stress, depression and anxiety: The mediating role of coping. International Journal of Mental Health and Addiction, 14(4), 565–578. doi:10.1007/s11469-015-9578-6
  • Männikkö, N., Billieux, J., & Kääriäinen, M. (2015). Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults. Journal of Behavioral Addictions, 4(4), 281–288. doi:10.1556/2006.4.2015.040
  • Mazurek, M. O., & Engelhardt, C. R. (2013). Video game use in boys with autism spectrum disorder, ADHD, or typical development. Pediatrics, 132(2), 260-266. doi:10.1542/peds.2012-3956
  • Olson, C. K. (2010). Children’s motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180–187. doi:10.1037/a0018984
  • Periathiruvadi, S., & Rinn, A. N. (2012). Technology in gifted education: A review of best practices and empirical research. Journal of Research on Technology in Education, 45(2), 153-169. doi:10.1080/15391523.2012.10782601
  • Peters, C. S., & Malesky, L. A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. CyberPsychology & Behavior, 11, 481–484. doi:10.1089/cpb.2007.0140
  • Preston, J., & Morrison, B. (2009). Entertaining education–using games-based and service-oriented learning to improve STEM education. In Transactions on edutainment III (pp. 70-81). Springer, Berlin, Heidelberg.
  • Rideout, V. J., Foehr, U. G., & Roberts, D. F. (2010). Generation M2: Media in the lives of 8–18 year-olds. Kaiser Family Foundation. Retrieved May 14, 2020 from https://eric.ed.gov/?id=ED527859
  • Roberts, B. K. (2010). Gifted and addicted: Perils of the cyber world. Retrieved Aprl 24, 2020 from http://www.2enewsletter.com/subscribers_only/arch_Roberts_Gifted_and_Addicted_11-10.htm
  • Şahin, A. (2015). The effects of computer games on 4th, 5th, and 6th grade students’ tendency to violence. Electronic Turkish Studies, 10(11), 1359-1376. doi:10.7827/TurkishStudies.8658
  • Şahin, C., & Tuğrul, V. M. (2012). Defining the levels of computer game addiction of the primary school students. Zeitschrift für die Welt der Türken, 4(3), 115-130.
  • Sak, U. (2010). International perspectives on education for gifted students: Turkey. In C. J. Maker & S. W. Schiever (Eds.), Curriculum development and teaching strategies for gifted learners (pp. 432–441). Texas: PRO-Ed Inc.
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There are 73 citations in total.

Details

Primary Language English
Subjects Special Education and Disabled Education
Journal Section Articles
Authors

Uzeyir Ogurlu This is me 0000-0001-9057-1947

Süleyman Kahraman 0000-0002-8223-4614

Alper Kayaalp This is me 0000-0003-4762-2029

Project Number yok
Publication Date April 1, 2021
Published in Issue Year 2021 Volume: 7 Issue: 2

Cite

APA Ogurlu, U., Kahraman, S., & Kayaalp, A. (2021). Computer Game Addiction in Gifted Students and Non-Gifted Children: A Caution for Technology-Oriented STEM Activities. Journal of Education in Science Environment and Health, 7(2), 128-138. https://doi.org/10.21891/jeseh.841669