The Effect of Gamified Robotic Activities on Gifted Student
The Effect of Gamified Robotic Activities on Gifted Student
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Abstract
This study aims to explore how gamified robotics activities affect the cognitive and affective skills of gifted students. Using a mixed-methods design, it employed a straightforward experimental setup with a single group, measuring before and after the intervention. The research examined cognitive flexibility, computational thinking, motivation, and satisfaction throughout the process. The sample included 24 gifted middle school students. Data collection involved the player type determination scale, the middle school computational thinking scale, the cognitive flexibility scale, written opinion, and observational forms during activities. The activities, based on design principles, were carried out using LEGO EV3 educational robot kits. Results showed no significant change in cognitive competencies from pre- to post-test. However, students were actively engaged, and gamification elements boosted their motivation and satisfaction. Fun content positively influenced students, though challenges such as competition, coding difficulties, and intra-group conflicts were also noted.
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