EGITIM VE BILIM-EDUCATION AND SCIENCE, cilt.47, sa.210, ss.15-40, 2022 (SSCI)
The present study examined the value perceptions of Turkish and British children according to various variables and determined to what extent traditional and videogame genres preferred by children predict their value perceptions, dominant case design, one of the mixed research designs, was used. While the quantitative approach was mainly used in the research, the qualitative approach was used as a supporter. The data collection process of the study lasted for two academic years. In the first year, the study was conducted with 243 primary school students studying in Nottingham (England). In the following year it was conducted with 267 primary school students studying in Ankara (Turkey). A total of 510 primary school students with ages ranging from 9-11 years were recruited for the study. Data were collected using the "Personal Information Form" and "Moral Dilemma Stories Inventory for Children". Both were developed in English and then adapted into Turkish. It was found that, in both sample, girls' value perception scores were significantly higher than boys' scores. Videogames primarily produced for entertainment were the most preferred games by Turkish and British children while educational and serious videogames were the least preferred. Traditional games in sports (soccer, cricket, etc.) were preferred more by British children, while traditional action games (dodgeball, playing tag etc.) were preferred more by Turkish children. It was found that action-adventure and role-playing videogames predicted children's value perception negatively, and simulation and puzzle videogame genres predicted children's value perceptions positively. Furthermore, movement-based traditional games (sports, action) predicted children's value perceptions positively, while traditional competitive (racing) games predicted children's value perceptions negatively.