Determining the gamification user types of gifted children and their parents, and examining them in terms of motivation

dc.contributor.authorKocakoyun Aydoğan, Şenay
dc.contributor.authorAydoğan, Aslan
dc.date.accessioned2025-02-09T14:33:05Z
dc.date.available2025-02-09T14:33:05Z
dc.date.issued2020
dc.departmentMeslek Yüksekokulu, Gedik Meslek Yüksekokulu, Bilişim Güvenliği Teknolojisi Programı
dc.departmentMeslek Yüksekokulu, Gedik Meslek Yüksekokulu, Çocuk Gelişimi Programı
dc.description.abstractThe 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.doi10.18769/ijasos.616045
dc.identifier.endpage339
dc.identifier.issn2411-183X
dc.identifier.issue16
dc.identifier.startpage332
dc.identifier.urihttps://hdl.handle.net/11501/1736
dc.identifier.urihttps://doi.org/10.18769/ijasos.616045
dc.identifier.volume6
dc.language.isoen
dc.publisherOCERINT International Organization Center of Academic Research
dc.relation.ispartofIJASOS- International e-journal of Advances in Social Sciences
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_DergiPark_20250209
dc.subjectGifted Children
dc.subjectParents
dc.subjectGamification
dc.subjectUser Types
dc.subjectPlayer Types
dc.subjectMotivation
dc.titleDetermining the gamification user types of gifted children and their parents, and examining them in terms of motivation
dc.typeArticle

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