Araştırma Makalesi

The Effect of Gamified Robotic Activities on Gifted Student

Cilt: 14 13 Temmuz 2026
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The Effect of Gamified Robotic Activities on Gifted Student

Öz

This study aims to explore how gamified robotics activities affect the cognitive and affective skills of gifted students. Using a mixed-methods design, it employed a straightforward experimental setup with a single group, measuring before and after the intervention. The research examined cognitive flexibility, computational thinking, motivation, and satisfaction throughout the process. The sample included 24 gifted middle school students. Data collection involved the player type determination scale, the middle school computational thinking scale, the cognitive flexibility scale, written opinion, and observational forms during activities. The activities, based on design principles, were carried out using LEGO EV3 educational robot kits. Results showed no significant change in cognitive competencies from pre- to post-test. However, students were actively engaged, and gamification elements boosted their motivation and satisfaction. Fun content positively influenced students, though challenges such as competition, coding difficulties, and intra-group conflicts were also noted.

Anahtar Kelimeler

Gamification, player types, gifted students, computational thinking, cognitive flexibility

Etik Beyan

Ethical Committee Permission Information Name of the board that carries out ethical assessment: Trabzon University Social and Humanities Scientific Research and Publication Ethics Committee The date and number of the ethical assessment decision: E.81614018

Kaynakça

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  4. Arnstein, K. B., Desmet, O. A., Seward, K., Traynor, A., & Olenchak, F. R. (2023). Underrepresented students in gifted and talented education: Using positive psychology to identify and serve. Education Sciences, 13(9), 1-14.
  5. Arslanhan, A. & Artun, H. (2021). Teacher opinions on ıntegration of ınformation processing skills into science education. Eğitim Bilim ve Araştırma Dergisi, 2 (2), 108-121.
  6. Ateş, H. (2020). Sosyal bilgiler öğretiminde üstün yetenekli çocuklar için zenginleştirilmiş program önerisi (Yüksek lisans tezi) [An enriched program proposal in teaching social studies for gifted children] [Master's thesis]. Yıldız Teknik Üniversitesi.
  7. Ateşgöz, N. N. (2024). Dijital çağda özel yeteneklilerin eğitimi [Education of the gifted in the digital age]. In F. Ayaz, D. Turan-Eroğlu, & H. Ayaz (Eds.), Dijital kültür bir değişim öyküsü (medya, iletişim ve eğitim araştırmaları) (pp. 145–162). Eğitim Yayınevi.
  8. Avcu, Y. E. (2019). Özel yetenekli öğrenciler için bilişim teknolojileri ve yazılım alanına yönelik bir öğretim tasarımının geliştirilmesi (Doktora tezi) [Developıng an instructional design for gifted and talented students towards the field of ICT and software] [Doctoral dissertation]. Balıkesir Üniversitesi.
  9. Avcu, Y. E., & Ayverdi, L. (2020). Examination of the computer programming self-efficacy's prediction towards the computational thinking skills of the gifted and talented students. International Journal of Educational Methodology, 6(2), 259-270.
  10. Aydogan, S. K., & Aydogan, A. (2020). Determining the gamification user types of gifted children and their parents, and examining them in terms of motivation. IJASOS-International e-journal of Advances in Social Sciences, 6(16), 332-339.

Kaynak Göster

APA
Komar, Ö., & Şimşek, A. (2026). The Effect of Gamified Robotic Activities on Gifted Student. Journal of Computer and Education Research, 14. https://doi.org/10.18009/jcer.1819628
AMA
1.Komar Ö, Şimşek A. The Effect of Gamified Robotic Activities on Gifted Student. JCER. 2026;14. doi:10.18009/jcer.1819628
Chicago
Komar, Özkan, ve Alper Şimşek. 2026. “The Effect of Gamified Robotic Activities on Gifted Student”. Journal of Computer and Education Research 14 (Temmuz). https://doi.org/10.18009/jcer.1819628.
EndNote
Komar Ö, Şimşek A (01 Temmuz 2026) The Effect of Gamified Robotic Activities on Gifted Student. Journal of Computer and Education Research 14
IEEE
[1]Ö. Komar ve A. Şimşek, “The Effect of Gamified Robotic Activities on Gifted Student”, JCER, c. 14, Tem. 2026, doi: 10.18009/jcer.1819628.
ISNAD
Komar, Özkan - Şimşek, Alper. “The Effect of Gamified Robotic Activities on Gifted Student”. Journal of Computer and Education Research 14 (01 Temmuz 2026). https://doi.org/10.18009/jcer.1819628.
JAMA
1.Komar Ö, Şimşek A. The Effect of Gamified Robotic Activities on Gifted Student. JCER. 2026;14. doi:10.18009/jcer.1819628.
MLA
Komar, Özkan, ve Alper Şimşek. “The Effect of Gamified Robotic Activities on Gifted Student”. Journal of Computer and Education Research, c. 14, Temmuz 2026, doi:10.18009/jcer.1819628.
Vancouver
1.Özkan Komar, Alper Şimşek. The Effect of Gamified Robotic Activities on Gifted Student. JCER. 01 Temmuz 2026;14. doi:10.18009/jcer.1819628