Validity and reliability of the "gamification applications in education" scale
Küçük Resim Yok
Tarih
2019
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Cyprus International University
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
With the growth of suitable applications for the gamification approach, it has becoming increasingly used in education. Although it is known that there are scales that have been developed depending on game dependency, it is necessary to determine the opinions of students about this approach in order to increase the information about the students' approach to gamification and its educational use. When the literature is examined, it is found that, although it is mentioned that gamification improves the motivation and interest levels of the students towards lectures, no scale has been developed for this purpose. The aim of this research is to develop a scale to determine the opinions of the students on an educational process in which the learning is provided by using a gamification application. As a result of the literature review made within the scope of this overall aim, characteristics which should be suitable for the gamification applications in education were determined. Stratified random sampling is a process in which certain sub groups are selected for the sample in the same proportion as they exist in the population. Data for the tests of reliability and validity were obtained from a sample of 360 students. As a result of Varimax analysis, it has been determined that it is only has one factor. The internal consistency reliability of the scale is calculated as .986. Based on this analysis, it has been determined that the scale for determining the opinions of students during the gamification process is reliable. © 2019 Cyprus International University. All rights reserved.
Açıklama
Anahtar Kelimeler
Application, Gamification, Reliability, Scale, Validity
Kaynak
Folklor/Edebiyat
WoS Q Değeri
Scopus Q Değeri
Q2
Cilt
25
Sayı
97