Determining the gamification user types of gifted children and their parents, and examining them in terms of motivation
dc.contributor.author | Kocakoyun Aydoğan, Şenay | |
dc.contributor.author | Aydoğan, Aslan | |
dc.date.accessioned | 2025-02-09T14:33:05Z | |
dc.date.available | 2025-02-09T14:33:05Z | |
dc.date.issued | 2020 | |
dc.department | Meslek Yüksekokulu, Gedik Meslek Yüksekokulu, Bilişim Güvenliği Teknolojisi Programı | |
dc.department | Meslek Yüksekokulu, Gedik Meslek Yüksekokulu, Çocuk Gelişimi Programı | |
dc.description.abstract | The types of users in gamification systems are identified as Socialisers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors. Socialisers, Free Spirits, Achievers, and Philanthropists are more internally motivated; the motivation of the players is external. In gamification systems, different game mechanics motivate users in different directions. In explaining the different user types that exist in gamification systems and the characteristics that determine them, it is necessary to identify the user types of the gifted children and their parents and to reveal the sources of motivation. Therefore, the general purpose of this study is to examine the gamification user types Hexad of gifted children and their parents' players in terms of motivation sources. In the study, the descriptive research method which is one of the quantitative research methods was adopted. The sample of the study consists of 21 gifted children and their parents who are enrolled in the Children's University in the fall semester of 2019-2020. In order to determine the type of players/users in gamification, “The Gamification User Types Hexad Scale” was applied online. Research findings revealed that the most common user types in gifted children's environments were, Achievers and Free Spirits, followed by less average Philanthropists and Socialisers, and the least seen user type was Players. The results of the study revealed that gifted children have phones from the age of 8. It was also concluded that the majority of gifted students had computers. It was determined that the majority of those who had computers were Achiever and Free Spirit and those without computers were Socialiser and Philanthropist. It was concluded that the majority of parents did not play digital games. Mothers who do not play digital games are identified as Philanthropist, Socialiser, and fathers who do not play digital games are Achiever and Philanthropist. | |
dc.identifier.doi | 10.18769/ijasos.616045 | |
dc.identifier.endpage | 339 | |
dc.identifier.issn | 2411-183X | |
dc.identifier.issue | 16 | |
dc.identifier.startpage | 332 | |
dc.identifier.uri | https://hdl.handle.net/11501/1736 | |
dc.identifier.uri | https://doi.org/10.18769/ijasos.616045 | |
dc.identifier.volume | 6 | |
dc.language.iso | en | |
dc.publisher | OCERINT International Organization Center of Academic Research | |
dc.relation.ispartof | IJASOS- International e-journal of Advances in Social Sciences | |
dc.relation.publicationcategory | Makale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı | |
dc.rights | info:eu-repo/semantics/openAccess | |
dc.snmz | KA_DergiPark_20250209 | |
dc.subject | Gifted Children | |
dc.subject | Parents | |
dc.subject | Gamification | |
dc.subject | User Types | |
dc.subject | Player Types | |
dc.subject | Motivation | |
dc.title | Determining the gamification user types of gifted children and their parents, and examining them in terms of motivation | |
dc.type | Article |
Dosyalar
Orijinal paket
1 - 1 / 1