Eğitimde Oyunlaştırma Uygulamaları” Ölçeğinin Geçerlik ve Güvenirlik Çalışması

eknolojik yeniliklerle geliştirilen oyunlaştırma, eğitim sistemlerini geliştirmek ve öğrencileri motive etmek için kullanılmaya başlanmıştır. Öğrencileri motive etmek için önemli bir potansiyele sahip olan oyunlaştırma öğrenciler için çok cazip hale gelmiştir. Eğitsel oyunlaştırma uygulamalarının artması ile çalışmaların sayısı da artış göstermektedir. Oyun bağımlılığına bağlı olarak geliştirilen ölçeklerin olduğu bilinmesine rağmen, öğrencilerin oyunlaştırma yaklaşımı ve eğitimsel kullanımı hakkındaki bilgileri arttırmak için öğrencilerin bu yaklaşımla ilgili görüşlerini belirlemek gerekmektedir. Literatür incelendiğinde, oyunlaştırmanın öğrencilerin derslere yönelik motivasyon ve ilgi düzeylerini geliştirdiği söylense de, literatürde bu amaçla bir ölçek geliştirilmediği görülmektedir. Bu çalışmanın amacı, öğrencilerin oyunlaştırma uygulaması kullanarak öğrenim gördükleri bir eğitim süreci hakkındaki görüşlerini belirlemek için uygun bir ölçek geliştirmektir. Bu amaç kapsamında yapılan literatür taraması sonucunda eğitimde oyunlaştırma uygulamaları için olması gereken özellikler belirlenmiştir. Oyunlaştırma uygulamalarının eğitsel amaçlı kullanımına yönelik geliştirilmesi amaçlanan ölçek için 38 ifadelik madde havuzu oluşturulmuştur. Araştırmanın çalışma grubunu Yakın Doğu Üniversitesi, Atatürk Eğitim Fakültesinde öğrenim gören ve oyunlaştırma uygulamalarını eğitsel amaçlı kullanan öğrenciler oluşturmaktadır. Güvenilirlik ve geçerlilik testleri için veriler 360 öğrenciden elde edilmiştir. Geri dönüş oranı % 97.2 olan uygulamadan sonra 350 kullanılabilir veri elde edilmiştir. Varimax analizi sonucunda, sadece bir faktörün olduğu belirlenmiştir.Ölçeğe eklenecek maddeler seçilirken madde toplam korelasyon katsayısının .30’dan yüksek olmasına dikkat edilmiştir. Ölçeğin iç tutarlılık güvenilirliği .986 olarak hesaplanmıştır. Bu analize dayanarak, oyunlaştırma sürecinde öğrencilerin görüşlerini belirleme ölçeğinin güvenilir olduğu belirlenmiştir. Öğrencilerin eğitimde oyunlaştırma uygulamalarının kullanımına yönelik görüşlerini belirleme amaçlı ölçek kullanılabilir.

Validity and Reliability of the “Gamification Applications in Education” Scale

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.

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