TY - JOUR T1 - Validity and Reliability of the “Gamification Applications in Education” Scale TT - Eğitimde Oyunlaştırma Uygulamaları” Ölçeğinin Geçerlik ve Güvenirlik Çalışması AU - Özdamlı, Fezile AU - Kocakoyun Aydoğan, Şenay PY - 2019 DA - September DO - 10.22559/folklor.927 JF - Folklor/Edebiyat JO - folk/ed PB - Uluslararası Kıbrıs Üniversitesi WT - DergiPark SN - 1300-7491 SP - 64 EP - 76 VL - 25 IS - 97 LA - en AB - With the growth of suitable applications for the gamification approach, it has becoming increasingly usedin education. Although it is known that there are scales that have been developed depending on gamedependency, it is necessary to determine the opinions of students about this approach in order to increasethe information about the students' approach to gamification and its educational use. When the literature isexamined, it is found that, although it is mentioned that gamification improves the motivation and interestlevels of the students towards lectures, no scale has been developed for this purpose. The aim of thisresearch is to develop a scale to determine the opinions of the students on an educational process in whichthe learning is provided by using a gamification application. As a result of the literature review made withinthe scope of this overall aim, characteristics which should be suitable for the gamification applications ineducation were determined. Stratified random sampling is a process in which certain sub groups are selectedfor the sample in the same proportion as they exist in the population. Data for the tests of reliability andvalidity were obtained from a sample of 360 students. As a result of Varimax analysis, it has beendetermined that it is only has one factor. The internal consistency reliability of the scale is calculated as.986. Based on this analysis, it has been determined that the scale for determining the opinions of studentsduring the gamification process is reliable. KW - Gamification KW - application KW - scale KW - validity KW - reliability N2 - eknolojik yeniliklerle geliştirilen oyunlaştırma, eğitim sistemlerini geliştirmek ve öğrencileri motive etmekiçin kullanılmaya başlanmıştır. Öğrencileri motive etmek için önemli bir potansiyele sahip olanoyunlaştırma öğrenciler için çok cazip hale gelmiştir. Eğitsel oyunlaştırma uygulamalarının artması ileçalışmaların sayısı da artış göstermektedir. Oyun bağımlılığına bağlı olarak geliştirilen ölçeklerin olduğubilinmesine rağmen, öğrencilerin oyunlaştırma yaklaşımı ve eğitimsel kullanımı hakkındaki bilgileriarttırmak için öğrencilerin bu yaklaşımla ilgili görüşlerini belirlemek gerekmektedir. Literatürincelendiğinde, oyunlaştırmanın öğrencilerin derslere yönelik motivasyon ve ilgi düzeylerini geliştirdiğisöylense de, literatürde bu amaçla bir ölçek geliştirilmediği görülmektedir. Bu çalışmanın amacı,öğrencilerin oyunlaştırma uygulaması kullanarak öğrenim gördükleri bir eğitim süreci hakkındakigörüşlerini belirlemek için uygun bir ölçek geliştirmektir. Bu amaç kapsamında yapılan literatür taramasısonucunda eğitimde oyunlaştırma uygulamaları için olması gereken özellikler belirlenmiştir. Oyunlaştırmauygulamalarının eğitsel amaçlı kullanımına yönelik geliştirilmesi amaçlanan ölçek için 38 ifadelik maddehavuzu oluşturulmuştur. Araştırmanın çalışma grubunu Yakın Doğu Üniversitesi, Atatürk EğitimFakültesinde öğrenim gören ve oyunlaştırma uygulamalarını eğitsel amaçlı kullanan öğrencileroluşturmaktadır. Güvenilirlik ve geçerlilik testleri için veriler 360 öğrenciden elde edilmiştir. Geri dönüşoranı % 97.2 olan uygulamadan sonra 350 kullanılabilir veri elde edilmiştir. Varimax analizi sonucunda,sadece bir faktörün olduğu belirlenmiştir.Ölçeğe eklenecek maddeler seçilirken madde toplam korelasyonkatsayısının .30’dan yüksek olmasına dikkat edilmiştir. Ölçeğin iç tutarlılık güvenilirliği .986 olarakhesaplanmıştır. Bu analize dayanarak, oyunlaştırma sürecinde öğrencilerin görüşlerini belirleme ölçeğiningüvenilir olduğu belirlenmiştir. Öğrencilerin eğitimde oyunlaştırma uygulamalarının kullanımına yönelikgörüşlerini belirleme amaçlı ölçek kullanılabilir. CR - 5mid, 2016. Retrived on 08 February 2017 from: http://5mid.com/lol/league-of-legends-100-milyon-oyuncusayisina-ulasti/ Akın, A., Usta, F., Başa, E., & Özçelik, B. (2016). Oyun bağımlılığı ölçeğinin Türkçeye uyarlanması, geçerlik ve güvenirlik çalışması. Türkiye Sosyal Araştırmalar Dergisi, (1), 223-232. CR - Alpar, R. (2010), Spor, Sağlık ve Eğitim Bilimlerinde Uygulamalı İstatistik ve Geçerlik- Güvenirlik, Birinci Baskı, Ankara: Detay Yayıncılık. 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