Research Article

A Scale Development Study on The Gamification Self-Efficiency of Social Studies Teachers

Volume: 12 Number: 2 June 25, 2023
EN TR

A Scale Development Study on The Gamification Self-Efficiency of Social Studies Teachers

Abstract

Gamification in education is a situation that allows students to learn by doing and living cooperatively and supports learning in an enjoyable environment. In this research, it is aimed to develop a measurement tool that can evaluate the gamification self-efficacy of social studies teachers. Based on this, data were collected from 550 social studies teachers still working and divided into two. Exploratory Factor Analysis (EFA) was performed with (n = 275) half of the data, and Confirmatory Factor Analysis (CFA) was performed with the other half of the data (n = 275). First of all, as a result of EFA, a structure consisting of 21 items and 4 different factors was obtained and this structure was confirmed by CFA. The Cronbach Alpha internal consistency coefficients of the scale ≥.90 are at an excellent level. The model fit indices (χ2/sd = 2.51; p<.001; RMSEA = .07, SRMR = .04, CFI = .96, TLI = .95, NFI = .93, GFI = .87 and IFI = .96) it is within the acceptable criterion value range and it has been seen that the scale has divergent and convergent validity. As a result of the study, a valid and reliable measurement tool was obtained that measures the gamification self-efficacy of social studies teachers.

Keywords

References

  1. Ak, M. M., & Oruç, Ş. (2022). Gamification in social studies courses. Uluslararası Ders Kitapları ve Eğitim Materyalleri Dergisi, 5(1), 22-37.
  2. Ar, N. A. (2016). The effects of gamification on academic achievement and learning strategies usage of vocational high school students [Unpublished master’s thesis]. Sakarya University.
  3. Bandura, A. (1997) Self-efficacy: The exercise of control. Freemanand Company.
  4. Bayram, Y. T., & Çalışkan, H. (2019). Gamified creative activities used in social studies courses: An action research. Journal of Individual Differences in Education, 1(1), 30-49.
  5. Benali, M., Kaddouri, M., & Azzimani, T. (2018). Digital competence of Moroccan teachers of English. International Journal of Education and Development using Information and Communication Technology, 14(2), 99-120. Retrieved from http://ijedict.dec.uwi.edu/viewarticle.php?id=2526
  6. Brigham, T. J. (2015). An introduction to gamification: Adding game elements for engagement. Medical reference services quarterly, 34(4), 471-480. https://doi.org/10.1080/02763869.2015.1082385
  7. Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. https://doi.org/10.1080/10494820.2014.964263
  8. Büyüköztürk, Ş. (2002). Factor analysis: basic concepts and using to development scale. Educational Administration in Theory & Practice, 32(2), 470-483. Retrieved from https://dergipark.org.tr/tr/pub/kuey/issue/10365/126871

Details

Primary Language

Turkish

Subjects

-

Journal Section

Research Article

Publication Date

June 25, 2023

Submission Date

November 16, 2022

Acceptance Date

April 11, 2023

Published in Issue

Year 1970 Volume: 12 Number: 2

APA
İnesi, M. A., Gökalp, A., & Sezer, A. (2023). Sosyal Bilgiler Öğretmenlerinin Oyunlaştırma Öz Yeterliliklerine İlişkin Bir Ölçek Geliştirme Çalışması. Cumhuriyet Uluslararası Eğitim Dergisi, 12(2), 420-429. https://doi.org/10.30703/cije.1205564

Cited By

14550                 

© Cumhuriyet University, Faculty of Education