Oyunlaştırma için Kullanıcı Tipleri Ölçeğinin Türkçe’ye Uyarlanması

Bu çalışmanın amacı, oyunlaştırma çalışmalarında kullanıcı tiplerini belirlemek için Tondello, Wehbe, Diamond, Busch, Marczewski ve Nacke (2016) tarafından geliştirilen “Oyunlaştırma İçin Kullanıcı Tipleri Ölçeği”nin Türkçe’ye uyarlanmasıdır. Ölçeğin orijinali her bir alt boyut dört maddeden oluşan; özgür ruhlu tip, sosyal olmayı seven tip, başarı odaklı tip, yardımsever tip, oyuncu tip, sınırları ve kuralları zorlamayı seven tip şeklinde adlandırılan altı faktörden oluşmaktadır. Ölçme aracının uyarlanması çeviri, dilsel eşdeğerlik, geçerlik ve güvenirlik çalışmaları sonucunda gerçekleştirilmiştir. Ölçeğin çevirisi araştırmacılar tarafından yapıldıktan sonra iki İngilizce, bir ölçme değerlendirme, bir Türkçe, bir eğitim psikolojisi, iki eğitim teknolojisi uzmanı olmak üzere iyi İngilizce bilen toplam yedi uzmandan görüş alınarak tamamlanmış ve ön uygulama formu oluşturulmuştur. Oluşturulan form dilsel eşdeğerlik için İngilizce öğretmenliği programında öğrenim gören 30 öğrenciye bir hafta ara ile uygulanmıştır. Ölçeğin dilsel eşdeğerliğini ölçmek için yapılan korelasyon analizi ölçeğin Türkçe ve İngilizce formları arasında yüksek düzeyde korelasyon olduğunu göstermiştir. Dil eşdeğerliğinin doğrulanmasının ardından ölçek formu Sakarya Üniversitesi Eğitim Fakültesi’nde öğrenim gören 452 üniversite öğrencisine uygulanmıştır. Ölçeğin doğrulayıcı faktör analizi ve güvenirliğine yönelik elde edilen bulguları, Türkçe ölçeğin geçerli ve güvenilir olduğunu göstermektedir. Ölçeğin, kullanıcı tiplerine özgü etkilerin incelenmesi açısından oyunlaştırma çalışmalarında kullanılması önerilmektedir.

The Turkish Adaptation Study of the Gamification User Types Hexad Scale

The aim of this study is to adapt the Gamification User Types Hexad Scale (GUTHS) developed by Tondello et al. (2016) into the Turkish context. The original scale consists of six dimensions, each of which has four items. The dimensions — and the user types that they refer to — are “Free spirit,” “Socializer,” “Achiever,” “Philanthropist,” “Player,” and “Disruptor.” It is the motive of this study that identifying and studying these user types may prove useful for understanding the effects of gamification dynamics and mechanics and assist in designing specific gamification techniques corresponding to each user type. The adaptation of the instrument began with translation, continued with an examination of the linguistic equivalence, and finalized with analyses of validity and reliability. The scale items were initially translated by the researchers. The translation was examined by seven experts with good English proficiency to finalize the Turkish version. To verify the linguistic equivalence, both the Turkish and English versions were then administered to 30 English Language Education (ELE) students. The correlation findings showed a high degree of correlation between the Turkish and English versions. Next, the Turkish version was administered to 452 university students studying at the Faculty of Education, Sakarya University, to check its validity and reliability. The results obtained from a confirmatory factor analysis and the reliability analysis indicate that the Turkish version of the scale is valid and reliable. It is recommended to use the translated scale in research especially on determining the effects of factors related to user types and on designing more affective gamification strategies.

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