Analyzing digital game preferences of secondary school students in terms of various variables
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Abstract (EN)
The aim of this study is to investigate the digital gaming experiences of middle school students. Using the explanatory sequential design, one of the mixed-method research designs, both quantitative and qualitative methods were applied. In the quantitative section, a relational survey was conducted with 650 middle school students enrolled in the 2023-2024 academic year (f=254 identified with special talents, f=396 not identified) through a questionnaire. In the qualitative section, a case study was carried out, and semi-structured interviews were conducted with 14 participants. According to the findings of the study, 60% of students play games three to five days a week or more frequently. Approximately 70% of students play digital games uninterruptedly for 0 to 2 hours. A low-level relationship was found between the frequency and duration of students' digital gaming and their gender roles as well as special talent identification status. The most frequently played game among students was identified as Roblox, while the rate of playing educational digital games was found to be 4.8%. A high-level relationship was observed between students' digital game preferences and gender roles, whereas no significant relationship was found regarding special talent identification status. The most decisive factor in students' game preferences was identified as peer influence. Students consider digital games as a means of socializing with their peers and spend money on in-game character appearances. A moderate-level relationship was observed between spending habits in digital games and gender roles, while no significant relationship was found with special talent identification. Students most frequently associated digital games with the concepts of happiness and fun. Based on student feedback regarding the most valued aspects of digital games and their critiques of educational digital games, the study offers recommendations for future educational digital game design. Keywords: digital game, educational digital game, middle school, giftedness.
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Didem Döndü
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Didem Döndü (Master Thesis). Analyzing digital game preferences of secondary school students in terms of various variables, 2025, Aydın Adnan Menderes University.
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