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Exploring the Effect of Video Games on Gifted Children’s Spatial Orientation and Entrepreneurial Skills / Video Oyunlarının Üstün Yetenekli Çocukların Mekânsal Yönelim ve Girişimcilik Becerileri Üzerindeki Etkisinin Belirlenmesi

Yıl 2022, Cilt: 13 Sayı: 5, 238 - 257, 30.10.2022
https://doi.org/10.19160/e-ijer.1150405

Öz

The present study aimed to examine the effect of video games on gifted children’s spatial orientation and entrepreneurial skills. An embedded mixed methods design was utilized to conduct the study. A randomized control group design was used in the quantitative part of the research, and a case study design was used in the qualitative part. The study was conducted with 21 volunteer secondary school students receiving supportive education at a science and art center. The experimental group comprised 10 students while the control group included 11 students. The data were collected through “Spatial Orientation Test”, “Entrepreneurship Scale for Secondary School Students”, and “Weekly Progress Form”. Additionally, the game profiles and career progress of each student were photographed at the end of each session. The students in the experimental group played the Euro Truck Simulator 2 video game for six weeks. No statistically significant difference was found between the pre-test and post-test scores of the gifted children in the experimental and control groups. Furthermore, no statistically significant difference was not found between pre-test and post-test scores of the gifted children in the experimental group. These results show that the activities undertaken in the experimental and control groups did not lead to a significant difference in the spatial orientation and entrepreneurial skills of the gifted students. Qualitative findings revealed that gifted children mostly preferred to save the money they earn, did not take risks and preferred to carry products with low-risk transportation. These results show that risk-taking sub-behavior, which is one of the most important indicators of entrepreneurial skill, was not shown. It is seen that the quantitative findings were supported by the qualitative findings. Further research might examine the effect of increasingly challenging non-routine tasks that enable gifted children to fulfill their true potential on their entrepreneurial and spatial skills and results can be compared.

Destekleyen Kurum

Aydın Adnan Menderes University Commission of Scientific Research Projects

Proje Numarası

EĞF-20004

Teşekkür

We would like to thank to Serkan Sezik and Cüneyt Karakaş for providing all kinds of support to our study during the implementation process.

Kaynakça

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Video Oyunlarının Üstün Yetenekli Çocukların Mekânsal Yönelim ve Girişimcilik Becerileri Üzerindeki Etkisinin Belirlenmesi / Exploring the Effect of Video Games on Gifted Children’s Spatial Orientation and Entrepreneurial Skills

Yıl 2022, Cilt: 13 Sayı: 5, 238 - 257, 30.10.2022
https://doi.org/10.19160/e-ijer.1150405

Öz

Bu çalışmada video oyunlarının üstün yetenekli çocukların mekânsal yönelim ve girişimcilik becerileri üzerindeki etkisinin incelenmesi amaçlanmıştır. Araştırmada eşzamanlı iç içe desene dayalı karma yöntem kullanılmıştır. Çalışmanın nicel kısmında seçkisiz ön test son test kontrol gruplu desen, nitel kısmında ise durum çalışmasından yararlanılmıştır. Araştırma Bilim ve Sanat Merkezi’nde destek eğitimine gelen 21 gönüllü ortaokul öğrencisi ile yürütülmüştür. Çalışmanın deney grubunda 10, kontrol grubunda 11 öğrenci yer almıştır. Araştırmada veri toplama aracı olarak Uzamsal Yönelim Testi, Ortaokul Öğrencilerine Yönelik Girişimcilik Ölçeği ve Haftalık İlerleme Formu kullanılmıştır. Ek olarak her bir öğrencinin oyundaki kariyer ilerlemeleri ve profilleri her hafta uygulama sonunda fotoğraflanmıştır. Deney grubundaki öğrenciler Euro Truck Simulator 2 video oyununun 6 hafta boyunca oynamışlardır. Deneysel uygulama sonrasında deney ve kontrol grubunda yer alan üstün yetenekli öğrencilerin ön-test puanlarına göre son-test puanlarında istatiksel olarak anlamlı bir şekilde farklılaşma olmadığı belirlenmiştir. Ayrıca deney grubunun ön test ve son test puanları arasında da manidar bir farklılık olmadığı görülmüştür. Bu sonuç deney ve kontrol gruplarında gerçekleştirilen uygulamaların üstün yetenekli öğrencilerin mekânsal yönelim ve girişimcilik becerilerini manidar olarak farklılaştırmadığını göstermektedir. Nitel bulgular, üstün yetenekli çocukların daha çok kazandıkları parayı biriktirmeyi tercih ettiklerini, risk almadıklarını ve düşük riskli taşımalı ürünleri taşımayı tercih ettiklerini ortaya koymuştur. Bu sonuçlar girişimcilik becerisinin en önemli göstergelerinden biri olan risk alma alt davranışının gösterilmediğini göstermektedir. Nicel bulguların nitel bulgularla desteklendiği görülmektedir. Üstün yetenekli öğrencilerin potansiyellerini daha iyi ortaya koyabilecekleri ve tekdüzelikten uzak gittikçe zorlaşan/karmaşıklaşan görevler içeren uygulamaların onların girişimcilik ve mekânsal becerileri üzerindeki etkisi incelenerek elde edilen sonuçlar karşılaştırılabilir.

Proje Numarası

EĞF-20004

Kaynakça

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  • Yurtseven, R., & Ergün, M. (2018). İlkokul öğrencilerinin girişimcilik becerilerinin geliştirilmesine yönelik öğretmen görüşleri. International Journal of Social Science Research, 7(1), 118-140.
Toplam 106 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim Üzerine Çalışmalar
Bölüm Sayı Makaleleri
Yazarlar

Eyüp Yılmaz 0000-0002-0336-1747

Yıldız Yıldırım 0000-0001-8434-5062

Alaattin Arıkan 0000-0003-0211-2009

Proje Numarası EĞF-20004
Yayımlanma Tarihi 30 Ekim 2022
Yayımlandığı Sayı Yıl 2022Cilt: 13 Sayı: 5

Kaynak Göster

APA Yılmaz, E., Yıldırım, Y., & Arıkan, A. (2022). Exploring the Effect of Video Games on Gifted Children’s Spatial Orientation and Entrepreneurial Skills / Video Oyunlarının Üstün Yetenekli Çocukların Mekânsal Yönelim ve Girişimcilik Becerileri Üzerindeki Etkisinin Belirlenmesi. E-Uluslararası Eğitim Araştırmaları Dergisi, 13(5), 238-257. https://doi.org/10.19160/e-ijer.1150405

Creative Commons Lisansı
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