游戏体验量表:护理专业学生游戏体验量表的可靠性和有效性

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Tuba Çömez Ikican, Gizem Şahin Bayindir, Olga Incesu, Emre Mor
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引用次数: 0

摘要

目的护理专业学生是游戏化应用在教育技术中有效且频繁使用的群体之一。本研究旨在将游戏化体验量表(GAMEX)改编为土耳其语,并测试其有效性和可靠性。材料与方法:研究对象为 2023 年 3 月至 5 月间就读护理本科课程的 620 名护理专业学生。使用个人信息表和 GAMEX-Turkish 表收集数据。研究结果包含 27 个项目的五因素结构量表的有效性和可靠性得到了证实。在确认性因子分析中,所有因子载荷均大于 0.56。量表的拟合指数为χ2/df = 2.8,拟合优度指数 = 0.90,比较拟合指数 = 0.94,均方根近似误差 = 0.55。总体量表的 Cronbach's alpha 系数为 0.89。结论本研究发现,土耳其版 GAMEX 是一种有效、可靠的工具,可用于评估护生培训中的游戏体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gameful Experience Scale: Reliability and Validity in Nursing Students.

Objective: Nursing students are among the groups where gamification applications are used effectively and frequently in educational technologies. This study aimed to adapt the Gameful Experience Scale (GAMEX) to the Turkish language and test its validity and reliability. Materials and Methods: The study was conducted with 620 nursing students studying an undergraduate nursing program between March and May, 2023. Data were collected using a personal information form and GAMEX-Turkish Form. Results: The validity and reliability of the five-factor structure scale with 27 items were confirmed. In confirmatory factor analysis, all factor loads were found to be >0.56. The fit indexes of the scale were χ2/df = 2.8, goodnessof-fit index = 0.90, comparative fit index = 0.94, and root mean square error of approximation = 0.55. Cronbach's alpha coefficient of the overall scale was 0.89. Conclusion: As a result of this study, the Turkish version of GAMEX was found to be a valid and reliable tool that can be used to evaluate the game experience in nursing students' training.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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