Development and Validation of Survey Instrument on Game-Based Learning Approach (SIGBLA)

被引:0
作者
De Guzman Quinto J. [1 ]
机构
[1] Science Education Department, De La Salle University, Manila
关键词
Assessment instrument; Digital games; Game-based learning; Learning; Reliability; Technology;
D O I
10.3991/ijet.v17i15.33267
中图分类号
学科分类号
摘要
The purpose of this study was to develop and psychometrically evaluate an instrument that analyses technology game-based learning holistically across a number of critical characteristics. On the other hand, qualitative feedback is difficult to collect in the absence of a quality rating method. There is an urgent need for a comprehensive scale that has been psychometrically validated and is suited for assessing game-based learning knowledge, perceptions, and attitudes. The approach for developing and validating these new scales followed current best practices for scale development and validation. As a result, a mixedmethods design was used, which comprised the establishment of an item pool, expert review, a questionnaire pilot study, exploratory factor analysis (N = 174 and N = 284), and parallel analysis. The Survey Instrument on Game-Based Learning Approach (SIGBLA), an instrument for assessing knowledge perception and attitudes towards game-based learning, has been developed. It comprises of three subscales. The SIGBLA was determined to have exhibited content validity, dependability, and internal consistency. The tools were developed and validated using data from assessments of a number of educational games. This method is adaptable to a wide variety of instructional digital games and can be used to ascertain which components of a game contribute to users' knowledge, perceptions, and attitudes. Additionally, it is relevant to a variety of other sorts of digital games used in the educational sector. As a result, the SIGBLA may be used to characterize the psychometric properties of various types of digital games played by various sorts of users. Students demonstrated good knowledge and positive attitude towards game-based learning. In order to develop positive impressions, knowledge, and attitudes among students, educational games must be implemented in the classroom. Educational games can be used to improve cognitive knowledge and foster favorable attitudes toward the subject. © 2022. International Journal of Emerging Technologies in Learning. All Rights Reserved.
引用
收藏
页码:233 / 242
页数:9
相关论文
共 50 条
  • [41] Adaptive scaffolding and engagement in digital game-based learning
    Ching-Huei Chen
    Victor Law
    Kun Huang
    Educational technology research and development, 2023, 71 : 1785 - 1798
  • [42] GAME-BASED LEARNING IN CHINESE CLASSROOMS: A CASE STUDY
    Shang, J. J.
    Li, H.
    Zhang, X. M.
    Zhang, L.
    Li, T.
    INTED2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2016, : 319 - 326
  • [44] Game-based features in intelligent game-based learning environments: a systematic literature review
    Sun, Liping
    Kangas, Marjaana
    Ruokamo, Heli
    INTERACTIVE LEARNING ENVIRONMENTS, 2024, 32 (07) : 3431 - 3447
  • [45] Research on Online Game-based Learning
    Jiao, Xuhua
    PROCEEDINGS OF 2010 INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND INDUSTRIAL ENGINEERING, VOLS I AND II, 2010, : 1030 - 1034
  • [46] GAME-BASED LEARNING IN (FURTHER) EDUCATION
    Mueller-Kreiner, Claudia
    Niedermeier, Sandra
    INTED2017: 11TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2017, : 123 - 128
  • [47] A game-based learning approach to sleep hygiene education: a pilot investigation
    Seaver, Christine
    Bowers, Clint
    Beidel, Deborah
    Holt, Lisa
    Ramakrishnan, Sridhar
    FRONTIERS IN DIGITAL HEALTH, 2024, 6
  • [48] Game-based learning using MANETs
    Vasiliou, Alexandros
    Economides, Anastasios A.
    PROCEEDINGS OF THE 4TH IASME/WSEAS INTERNATIONAL CONFERENCE ON ENGINEERING EDUCATION, 2007, : 154 - +
  • [49] Game-Based Learning in Wine Education
    Poole, Sonja Martin
    Maier, Thomas A.
    Wiss, Barry
    Smith, Susan
    JOURNAL OF HOSPITALITY & TOURISM EDUCATION, 2022, 34 (03) : 210 - 215
  • [50] Tourney: A Game-Based Learning Approach for the Discovery of Uncommon Pathologies in Radiology
    Lutz, Jonas
    Korkut, Safak
    Linxen, Sebastian
    Dornberger, Rolf
    Heye, Tobias
    Brantner, Philipp
    Steiner, Fabianne
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 959 - 963