Journals / Necmettin Erbakan Üniversitesi Ereğli Eğitim Fakültesi Dergisi / 2026 / Cilt: 8 Sayı: 1

A Phenomenological Study on the Instructional Experiences of Gifted Students in Minecraft Game

Özel Yetenekli Öğrencilerin Minecraft Oyunundaki Öğretimsel Deneyimlerine Dair Fenomenolojik Bir Çalışma

Esra Kıdıman(Milli Eğitim Bakanlığı)0000-0001-8529-5431
Pages
77–93
Publication Date
2026-06-19
DOI
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

As a result of the research, it was found that playing games is related to English and information technologies courses and supports learning in these areas.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Minecraft is a sandbox game that is played by a wide range of people and across different age ranges.
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Key Findings & Data:If the elements such as design, creativity and cooperation in games with intense interest such as Minecraft game are transferred to educational games, it will increase the interest in these games.
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Conclusion & Impact:As a result of the research, it was found that playing games is related to English and information technologies courses and supports learning in these areas.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:video oyunları · digital oyun · sandox

Abstract

Minecraft is a sandbox game that is played by a wide range of people and across different age ranges. Although there is an educational version, the popular version among players is the commercial version, which is offered to the user without educational purposes. There are some features that make this game different from other games. One of these features is that it is one of the most popular games for gifted individuals by both male and female players. This study was conducted to understand what kind of learning takes place while playing the game, which disciplines and skills the game is related to. Interviews were conducted with ten gifted students in Ankara. Four of the students were high school students and six were middle school students. Two of the middle school students were female. The research was conducted by focusing on the statements that emerged after the interviews with the students, which were related to education and a specific discipline. These statements were presented as textural and structural analyses and summarized in tables under the last meaningful unit heading. The game offers students an experience similar to real life. In addition, it also provided the opportunity to make designs that they could not make in real life. As a result of the research, it was found that playing games is related to English and information technologies courses and supports learning in these areas. In addition, mathematics, physics, chemistry and design courses were also found to be related. In terms of skills, thinking skills are related to computational thinking. There are opinions that the game emphasizes creativity and has positive effects on cooperation and communication skills. If the elements such as design, creativity and cooperation in games with intense interest such as Minecraft game are transferred to educational games, it will increase the interest in these games. To develop 21st century skills, sandbox type games can be preferred. The study was conducted with individuals with special abilities; similar studies should be conducted with individuals with different profiles.

Özet

Minecraft oyunu sandbox türünde, oldukça geniş kitlele tarafından ve farklı yaş aralığında oynanan bir oyundur. Eğitim versiyonu olmasına rağmen oyuncular arasında popüler olan versiyonu ticari olan ve eğitsel amaç içermeden kullanıcıya sunulan versiyonudur. Bu oyunu diğer oyunlardan faklı kılan bazı özellikleri vardır. özel yetenekli bireyler için hem kız hem de erkek oyuncular tarafından en çok sevilen oyunlardan biri olması bu özelliklerden biridir. Oyunu oynarken ne tür öğrenmeler gerçekleştiği, oyunun hangi disiplinlerle ve ne tür becerilerle ilişkili olduğunu anlamak için bu araştırma gerçekleştirilmiştir. Ankara ilinde on özel yetenekli öğrenci ile görüşmeler yapılmıştır. Öğrencilerden 4 tanesi lise, 6 tanesi ortaokuldur. Ortaokul öğrencilerinden 2 tanesi kız öğrencidir. Araştırma öğrencilerle yapılan görüşmeler sonrasında ortaya çıkan ifadelerden eğitimle, belirli bir disiplinle olan ifadelere odaklanarak gerçekleştirilmiştir. Bu ifadeler dokusal ve yapısal analizler olarak sunulmuş ve en son anlamlı birim başlığında tablolar ile özetlenmiştir. Oyun öğrencilere gerçek hayata benzer bir deneyim sunmaktadır. Bunun yanında gerçek hayatta yapamadıkları tasarımları yapma imkanı da sağlamıştır. Araştırma sonucunda oyun oynamanın ingilizce, bilişim teknolojileri dersi ile ilişkili olduğu ve bu alanlarda öğrenmeleri desteklediği bulunmuştur. Ayrıca matematik, fizik, kimya ve tasarım dersleri de ilişkili dersler olarak görünmüştür. Beceriler konusunda ile düşünme becerileri bilgi işlemsel düşünme ile ilişkilidir. Oyunun yaratıcılığı ön plana çıkardığı işbirliği ve iletişim beceriler konusunda da olumlu etkileri olduğuna görüşler bulunmaktadır. Minecraft oyunu gibi yoğun ilginin olduğu oyunlardaki tasarım, yaratıcılık ve işbirliği gibi öğeler eğitsel oyunlara da aktarılırsa bu oyunlara olan ilgiyi arttıracaktır. 21. yy becerilerini geliştirmek için sandbox türündeki oyunlar tercih edilebilir. Araştırma özel yetenkli bireylerle gerçekleştirilmiştir, benzer araştırmalar farklı profillerdeki bireylerle de yürütülmelidir.

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Cite This Article

Kıdıman, E., Güyer, T. (2026). A Phenomenological Study on the Instructional Experiences of Gifted Students in Minecraft Game. Necmettin Erbakan Üniversitesi Ereğli Eğitim Fakültesi Dergisi, Cilt: 8 Sayı: 1, 77–93. https://ajindex.com/articles/1532022

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