A Scale Development Study: Game and Educational Material Use Scale (GaEMUS)

Mahmut Gülle, Yavuz Bolat
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Abstract

The game is an important tool that provides motivation for the individual at almost any age while entertaining it, as well as providing achievements to the individual and socially. The use of this tool as an educational tool or material can help increase the success of learning-teaching processes.  For this reason, the aim of this research was to develop a measurement tool that could be used to efficiently collect data or diagnose the preparation, planning, implementation, and evaluation processes of education and training processes. The sample size of this study, in which the validity and reliability of the scale were carried out, consists of 677 people who have different levels of learning. In this study, Kaiser-Meyer-Olkin, Barlett's Sphericity Test, Explanatory Factor Analysis, Cronbach's Alpha, substance total correlation, and Confirmatory Factor Analysis were performed to ensure the validity and reliability of the game and educational material use scale.  At the end of these statistical operations, GaEMUS consisted of 22 items. An Exploratory Factor Analysis was performed on this structural condition. It was determined that the scale provided a four-factor scale structure: The Cognitive Process Dimension, The Psychological Dimension, The Psychomotor Development Dimension, and The Social Dimension.
规模开发研究:游戏和教育材料使用量表(GaEMUS)
游戏是一种重要的工具,可以在娱乐的同时为几乎任何年龄段的人提供动力,并为个人和社会提供成就。使用这个工具作为一种教育工具或材料可以帮助提高学习-教学过程的成功。因此,本研究的目的是开发一种测量工具,可用于有效地收集数据或诊断教育和培训过程的准备、计划、实施和评估过程。本研究的样本量由677名不同学习水平的人组成,对量表的效度和信度进行了检验。本研究采用Kaiser-Meyer-Olkin、Barlett's Sphericity检验、解释性因子分析、Cronbach's Alpha、物质总相关和验证性因子分析等方法来确保游戏和教育材料使用量表的效度和信度。在这些统计操作结束时,GaEMUS由22个项目组成。对该结构条件进行探索性因素分析。本量表具有认知过程维度、心理维度、精神运动发展维度和社会维度四个维度的量表结构。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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