DETERMINING THE GAMIFICATION USER TYPES OF GIFTED CHILDREN AND THEIR PARENTS, AND EXAMINING THEM IN TERMS OF MOTIVATION

Senay Kocakoyun Aydogan1*, Aslan Aydogan2
1PhD Candidate, Istanbul Gedik University, Turkey, senay.aydogan@gedik.edu.tr
2PhD Candidate, Istanbul Gedik University, Turkey, aslan.aydogan@gedik.edu.tr
*Corresponding Author

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, 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 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.

Keywords: Gifted children, parents, gamification, user types, player types, motivation.


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CITATION: Abstracts & Proceedings of INTCESS 2020- 7th International Conference on Education and Social Sciences, 20-22 January 2020- Dubai, UAE

ISBN: 978-605-82433-8-5