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Year 2025, Volume: 14 Issue: 2, 394 - 404, 30.04.2025
https://doi.org/10.14686/buefad.1429392

Abstract

References

  • Ağaoğlu, O., & Metin, N. (2015). A survey study on the 4th--8th graders in the science and arts centers who play violent PC games compared to their school-only peer group—Journal of Gifted Education Research, 3(2).
  • Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory Into Practice, 47(3), 229-239.
  • Baltacı, A. (2018). Nitel Araştırmalarda Örnekleme Yöntemleri ve Örnek Hacmi Sorunsalı Üzerine Kavramsal Bir İnceleme. BEÜ SBE Derg.,7(1), 231-274.
  • Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406-412.
  • Camcı, S. (2011). Gender difference in gifted and talented. HAYEF Journal of Education, 8(2), 105–117.
  • Desselle, S. P. (2005). Construction, implementation, and analysis of summated rating attitude scales. American journal of pharmaceutical education, 69(5).
  • Fanetti, T. M. (2011). The effect of problem-solving video games on the science reasoning skills of college students. University of Missouri-Saint Louis.
  • Fraenkel, J., Wallen, N., & Hyun, H. (2012). How to design and evaluate research in education (8th) ed.). McGraw-Hill.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 1–4. http://doi.org/10.1145/950566.950595
  • Hanghøj, T., Hajslund, S., & Ejsing-Duun, S. (2022, October). The challenges of designing learning games: Interviewing professional learning game designers. In ECGBL 2022 16th European Conference on Game-Based Learning. Academic Conferences and Publishing Limited.
  • Kerr, B. A., & Huffman, J. M. (2018). Gender and talent development of gifted students. In Handbook of giftedness in children (pp. 115-128). Springer, Cham.
  • Koç, S., Yılmaz, A. & Kırımoğlu, H. (2024). Examining The Motivations Of Specially Gifted Children To Participate İn Physical Activity And Play Digital Games, International Journal of Education Technology and Scientific Researches, 9(26), 207-223.
  • Koçak, S. S. (2019). Üstün yetenekli çocukların dijital oyunlara yönelik görüşlerinin incelenmesi. Journal of Gifted Education and Creativity, 6(2), 87-102.
  • Laine, T. H., & Lindberg, R. S. (2020). Designing engaging games for education: A systematic literature review on game motivators and design principles. IEEE Transactions on Learning Technologies, 13(4), 804-821.
  • Lopez-Fernandez, O., Williams, A. J., & Kuss, D. J. (2019). Measuring female gaming: Gamer profile, predictors, prevalence, and characteristics from psychological and gender perspectives. Frontiers in Psychology, 10, 898.
  • Mizutani, W. K., Daros, V. K., & Kon, F. (2021). Software architecture for digital game mechanics: A systematic literature review. Entertainment Computing, 38, 100421.
  • Nuraini, N. L. S., Cholifah, P. S., Rini, T. A., & Mahartania, S. Q. G. (2021, November). Review of the Effectiveness of Digital Game-Based Learning in Education. In 7th International Conference on Education and Technology (ICET 2021) (pp. 251-254). Atlantis Press.
  • Oğurlu, 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.
  • Ozcan, D., & Bicen, H. (2016). Giftedness and technology. Procedia Computer Science, 12th International Conference on Application of Fuzzy Systems and Soft Computing, ICAFS 2016, Austria 102, 630-634.
  • Prensky M. Digital game-based learning. Computers in Entertainment (CIE). 2003;1(1):21
  • Roopa, S., & Rani, M. S. (2012). Questionnaire designing for a survey. Journal of Indian Orthodontic Society, 46(4_suppl1), 273-277.
  • Sevim, N. (2014). The Experiences of Gamer And Non-Gamer Mining Engineering Students In Playing Simulation Game For Educational Purposes: A Phenomenological Study. Unpublished doctoral dissertation. Middle East Technical University. Ankara.
  • Thylastokescus. (2019, January 31). Tilastokeskus - 1. Digitaalisten pelien pelaaminen nelinkertaistunut 25 vuodessa. Retrieved from https://www.stat.fi/til/vpa/2017/02/vpa_2017_02_2019-01-31_kat_001_fi.html
  • TUIK, (2013). Research on the Use of Information Technologies in Children, 2021, Retrieved from https://data.tuik.gov.tr/Bulten/Index?p=Use-of-Information-and-Communication-Technology-and-Media-by-Children-Aged-06-15-2013-15866#:~:text=Bilgisayar%20kullan%C4%B1m%C4%B1na%20ortalama%208%20ya%C5%9F%C4%B1nda,ya%C5%9F%20grubunda%20ise%2010'dur.
  • TUIK, (2022). Research on the Use of Information Technologies in Children, 2021, Retrieved from https://data.tuik.gov.tr/Bulten/Index?p=Cocuklarda-Bilisim-Teknolojileri-Kullanim-Arastirmasi-2021-41132.
  • Van Eck, R. (2006). Digital game-based learning: It is not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16.
  • Yavuz, O. (2018). Özel Yetenekli Öğrencilerde İnternet ve Oyun Bağımlılığı ile Algılanan Sosyal Destek Düzeylerinin İncelenmesi. Yaşam Becerileri Psikoloji Dergisi, 2(4), 281-296. https://doi.org/10.31461/ybpd.475080
  • Whitton, N. (2011). Digital games in an age of austerity. Reading: Academic Conferences International Limited. Retrieved from https://www.proquest.com/conference-papers-proceedings/digital-games-age-austerity/docview/1009900803/se-2 Whitton, N. (2014). Digital games and learning: Research and theory. New York: Routledge.
  • Wood, S. M., & Szymanski, A. (2020). “The me I want you to see”: The use of video game avatars to explore identity in gifted adolescents. Gifted Child Today, 43(2), 124-134.

Digital Game Playing Profiles of Gifted Students

Year 2025, Volume: 14 Issue: 2, 394 - 404, 30.04.2025
https://doi.org/10.14686/buefad.1429392

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.

References

  • Ağaoğlu, O., & Metin, N. (2015). A survey study on the 4th--8th graders in the science and arts centers who play violent PC games compared to their school-only peer group—Journal of Gifted Education Research, 3(2).
  • Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory Into Practice, 47(3), 229-239.
  • Baltacı, A. (2018). Nitel Araştırmalarda Örnekleme Yöntemleri ve Örnek Hacmi Sorunsalı Üzerine Kavramsal Bir İnceleme. BEÜ SBE Derg.,7(1), 231-274.
  • Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406-412.
  • Camcı, S. (2011). Gender difference in gifted and talented. HAYEF Journal of Education, 8(2), 105–117.
  • Desselle, S. P. (2005). Construction, implementation, and analysis of summated rating attitude scales. American journal of pharmaceutical education, 69(5).
  • Fanetti, T. M. (2011). The effect of problem-solving video games on the science reasoning skills of college students. University of Missouri-Saint Louis.
  • Fraenkel, J., Wallen, N., & Hyun, H. (2012). How to design and evaluate research in education (8th) ed.). McGraw-Hill.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 1–4. http://doi.org/10.1145/950566.950595
  • Hanghøj, T., Hajslund, S., & Ejsing-Duun, S. (2022, October). The challenges of designing learning games: Interviewing professional learning game designers. In ECGBL 2022 16th European Conference on Game-Based Learning. Academic Conferences and Publishing Limited.
  • Kerr, B. A., & Huffman, J. M. (2018). Gender and talent development of gifted students. In Handbook of giftedness in children (pp. 115-128). Springer, Cham.
  • Koç, S., Yılmaz, A. & Kırımoğlu, H. (2024). Examining The Motivations Of Specially Gifted Children To Participate İn Physical Activity And Play Digital Games, International Journal of Education Technology and Scientific Researches, 9(26), 207-223.
  • Koçak, S. S. (2019). Üstün yetenekli çocukların dijital oyunlara yönelik görüşlerinin incelenmesi. Journal of Gifted Education and Creativity, 6(2), 87-102.
  • Laine, T. H., & Lindberg, R. S. (2020). Designing engaging games for education: A systematic literature review on game motivators and design principles. IEEE Transactions on Learning Technologies, 13(4), 804-821.
  • Lopez-Fernandez, O., Williams, A. J., & Kuss, D. J. (2019). Measuring female gaming: Gamer profile, predictors, prevalence, and characteristics from psychological and gender perspectives. Frontiers in Psychology, 10, 898.
  • Mizutani, W. K., Daros, V. K., & Kon, F. (2021). Software architecture for digital game mechanics: A systematic literature review. Entertainment Computing, 38, 100421.
  • Nuraini, N. L. S., Cholifah, P. S., Rini, T. A., & Mahartania, S. Q. G. (2021, November). Review of the Effectiveness of Digital Game-Based Learning in Education. In 7th International Conference on Education and Technology (ICET 2021) (pp. 251-254). Atlantis Press.
  • Oğurlu, 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.
  • Ozcan, D., & Bicen, H. (2016). Giftedness and technology. Procedia Computer Science, 12th International Conference on Application of Fuzzy Systems and Soft Computing, ICAFS 2016, Austria 102, 630-634.
  • Prensky M. Digital game-based learning. Computers in Entertainment (CIE). 2003;1(1):21
  • Roopa, S., & Rani, M. S. (2012). Questionnaire designing for a survey. Journal of Indian Orthodontic Society, 46(4_suppl1), 273-277.
  • Sevim, N. (2014). The Experiences of Gamer And Non-Gamer Mining Engineering Students In Playing Simulation Game For Educational Purposes: A Phenomenological Study. Unpublished doctoral dissertation. Middle East Technical University. Ankara.
  • Thylastokescus. (2019, January 31). Tilastokeskus - 1. Digitaalisten pelien pelaaminen nelinkertaistunut 25 vuodessa. Retrieved from https://www.stat.fi/til/vpa/2017/02/vpa_2017_02_2019-01-31_kat_001_fi.html
  • TUIK, (2013). Research on the Use of Information Technologies in Children, 2021, Retrieved from https://data.tuik.gov.tr/Bulten/Index?p=Use-of-Information-and-Communication-Technology-and-Media-by-Children-Aged-06-15-2013-15866#:~:text=Bilgisayar%20kullan%C4%B1m%C4%B1na%20ortalama%208%20ya%C5%9F%C4%B1nda,ya%C5%9F%20grubunda%20ise%2010'dur.
  • TUIK, (2022). Research on the Use of Information Technologies in Children, 2021, Retrieved from https://data.tuik.gov.tr/Bulten/Index?p=Cocuklarda-Bilisim-Teknolojileri-Kullanim-Arastirmasi-2021-41132.
  • Van Eck, R. (2006). Digital game-based learning: It is not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16.
  • Yavuz, O. (2018). Özel Yetenekli Öğrencilerde İnternet ve Oyun Bağımlılığı ile Algılanan Sosyal Destek Düzeylerinin İncelenmesi. Yaşam Becerileri Psikoloji Dergisi, 2(4), 281-296. https://doi.org/10.31461/ybpd.475080
  • Whitton, N. (2011). Digital games in an age of austerity. Reading: Academic Conferences International Limited. Retrieved from https://www.proquest.com/conference-papers-proceedings/digital-games-age-austerity/docview/1009900803/se-2 Whitton, N. (2014). Digital games and learning: Research and theory. New York: Routledge.
  • Wood, S. M., & Szymanski, A. (2020). “The me I want you to see”: The use of video game avatars to explore identity in gifted adolescents. Gifted Child Today, 43(2), 124-134.
There are 29 citations in total.

Details

Primary Language English
Subjects Instructional Technologies
Journal Section Articles
Authors

Esra Kıdıman 0000-0001-8529-5431

Tolga Güyer 0000-0001-9175-5043

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 Issue: 2

Cite

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

All the articles published in the journal are open access and distributed under the conditions of CommonsAttribution-NonCommercial 4.0 International License 

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Bartın University Journal of Faculty of Education