BİLGİSAYAR OYUNLARI MOTİVASYON ÖLÇEĞİNİN GELİŞTİRİLMESİ

Bu araştırmanın önemi değişen boş zaman anlayışı ve alışkanlıkları içerisinde büyük yer tutan bilgisayar oyunu oynamaya iten faktörlerin araştırılmasıdır. Bu doğrultuda yürütülen çalışmada, bilgisayar oyunları motivasyon ölçeğinin geliştirilmesi amaçlanmıştır. Araştırmaya kolay ulaşılabilir örnekleme yöntemi ile seçilen 943 kişi katılmıştır. Clark ve Watson (1995)’ın önerdiği ölçek geliştirme aşamaları izlenen bu araştırmanın amacına bağlı olarak bilgisayar oyunları temelli literatür taraması sonucunda 42 ifadeden oluşan bir madde havuzu oluşturulmuştur. Lawshe kapsam geçerlik sınaması sonrasında kalan 26 maddeye yapılan yapı geçerliliği sınamaları ve gerekli modifikasyonlarla ölçeğe son halinin verilmesi amaçlanmıştır. Ölçeklerin yapı geçerliliği için Açımlayıcı Faktör Analizi (AFA) ve Doğrulayıcı Faktör Analizi (DFA) kullanılmıştır. AFA sonucunda beş faktör altında toplanan 17 maddeli (min =.67, max= .85) bir yapının ortaya çıktığı görülmüştür. Açıklanan varyansın %84 (.84) ve KMO değerinin ,926 olduğu tespit edilmiştir. Farklı bir örneklemde yapılan DFA sonuçlarına göre uyum indekslerinin referans aralıklarında olduğu ve anlamlı t değerleri doğrultusunda ölçme modelinin doğrulandığı görülmüştür. Ölçeğin konsantrasyon, eğlence, kaçış, öğrenme ve sosyalleşme adını taşıyan boyutlardan (αmin =.76, αmax = .91) oluştuğu ve toplamgüvenirliliğinin (αtoplam= .90) kabul düzeyinde (Cronbach’a> 0.72) olduğu tespit edilmiştir. Madde toplam korelasyon katsayılarının ise 0.388 ve 0.602 arasında değiştiği gözlemlenmiştir. Sonuç olarak 17 madde ve beş boyuttanoluşan yapının bilgisayar oyunlarına katılım güdüleyicilerini (katılım nedenlerini) ölçmeye yönelik, yeterli psikometrik özelliklere sahip, Bilgisayar Oyunları Motivasyon Ölçeği adıyla bir ölçme aracı olarak kullanılabileceği söylenebilir.

DEVELOPMENT OF COMPUTER GAMING MOTIVATION SCALE

This study is significant because it investigates factors pushing individuals toward playing computer games, which have an important place in changing senses and leisure habits. Accordingly, the study being conducted aims to develop computer gaming motivation scale. 943 individuals who were selected via convenient sampling method. Scale development procedure was conducted by following scale development stages suggested by Clark and Watson (1995) andan item pool consisting of 42 statements was prepared based on literature review on computer games. After Lawshe content validity test, 26 items was prepared for the construct validity examination. Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA) were used for construct validity of the scales. As a result of EFA, a structure with 17 items (min = .67, max = .85) was observed under five factors. Total variance explained ratio was calculated was 84%. According to the results of CFA that was conducted in another sample, it was observed that fit indexes were in reference intervals and assessment model was confirmed according to the significant t values. It was determined that reliability of all items (αtotal = .90) and dimensions of the scale (αmin =.76, αmax = .91) which named as concentration, entertainment, escape, learning and socialization were acceptable (Cronbach’a> 0.72). As a result of the study, it might be suggested that the structure where 17 items are collected under five dimensions could be used as an assessment instrument which has experimental evidence concerning psychometric qualities, with the name “Computer Gaming Motivation Scale” for the purpose of assessing the motives for playing (reasons of participating) computer games.

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Kaynak Göster

SPORMETRE BEDEN EĞİTİMİ VE SPOR BİLİMLERİ DERGİSİ
  • ISSN: 1304-284X
  • Yayın Aralığı: Yılda 4 Sayı
  • Başlangıç: 2003

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