Validity and reliability of the "gamification applications in education" scale

dc.authorscopusid26658527800
dc.authorscopusid57211623599
dc.contributor.authorÖzdamli, F.
dc.contributor.authorAydo?an, Ş.K.
dc.date.accessioned2024-06-13T20:15:54Z
dc.date.available2024-06-13T20:15:54Z
dc.date.issued2019
dc.departmentİstanbul Gedik Üniversitesi
dc.description.abstractWith 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.
dc.identifier.doi10.22559/FOLKLOR.927
dc.identifier.endpage75
dc.identifier.issn1300-7491
dc.identifier.issue97
dc.identifier.scopus2-s2.0-85113978553
dc.identifier.scopusqualityQ2
dc.identifier.startpage63
dc.identifier.urihttps://doi.org/10.22559/FOLKLOR.927
dc.identifier.urihttps://hdl.handle.net/11501/936
dc.identifier.volume25
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherCyprus International University
dc.relation.ispartofFolklor/Edebiyat
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectApplication
dc.subjectGamification
dc.subjectReliability
dc.subjectScale
dc.subjectValidity
dc.titleValidity and reliability of the "gamification applications in education" scale
dc.typeArticle

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