Validity and Reliability of the “Gamification Applications in Education” Scale
Yazarlar (2)
Fezile Özdamlı
Yakın Doğu Üniversitesi, Türkiye
Öğr. Gör. Şenay KOCAKOYUN AYDOĞAN İstanbul Gedik Üniversitesi, Türkiye
Makale Türü Açık Erişim Özgün Makale (SCOPUS dergilerinde yayınlanan tam makale)
Dergi Adı Journal of Folklor/Edebiyat
Dergi ISSN 1300-7491 Dergi Bilgileri (2019)
Dergi Tarandığı Indeksler TR DİZİN
Makale Dili Türkçe Basım Tarihi 01-2019
Cilt / Sayı / Sayfa 25 / 97 / 63–75 DOI 10.22559/folklor.927
Makale Linki https://books.google.com.tr/books?hl=trlr=id=UsaPDwAAQBAJoi=fndpg=PA51ots=3JIenEsvZwsig=Ewg2sbRJroDAoLUHafAHU0wsdzQredir_esc=yv=onepageqf=false
UAK Araştırma Alanları
Bilgisayar ve Öğretim Teknolojileri Eğitimi
Özet
With the growth of suitable applications for the gamification approach, it has becoming increasingly usedin education. Although it is known that there are scales that have been developed depending on gamedependency, it is necessary to determine the opinions of students about this approach in order to increasethe information about the students' approach to gamification and its educational use. When the literature isexamined, it is found that, although it is mentioned that gamification improves the motivation and interestlevels of the students towards lectures, no scale has been developed for this purpose. The aim of thisresearch is to develop a scale to determine the opinions of the students on an educational process in whichthe learning is provided by using a gamification application. As a result of the literature review made withinthe scope of this overall aim, characteristics which should be suitable for the gamification applications ineducation were determined. Stratified random sampling is a process in which certain sub groups are selectedfor the sample in the same proportion as they exist in the population. Data for the tests of reliability andvalidity were obtained from a sample of 360 students. As a result of Varimax analysis, it has beendetermined 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 studentsduring the gamification process is reliable.
Anahtar Kelimeler
BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Google Scholar 6
Validity and Reliability of the “Gamification Applications in Education” Scale

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