2020
DOI: 10.9779/pauefd.716426
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Dijital Eğitsel Oyun Geliştirme Öz-Yeterlik Ölçeğinin Geliştirilmesi

Abstract: Bu çalışmanın amacı geçerli ve güvenilir bir Dijital Eğitsel Oyun Geliştirme Öz-yeterlik Ölçeği (DEOGÖÖ) geliştirmektir. Bu bağlamda ilk olarak alanyazın taraması yapılmış ve madde havuzu oluşturulmuştur. Sonrasında, uzman görüşlerine göre her bir ölçek maddesi göz önünde bulundurularak kapsam geçerlik oranı hesaplanmıştır. 24 madde içeren ilk taslak ölçek, 418 kişiye uygulanarak geçerlik ve güvenirlik çalışmaları yürütülmüştür. Veriler SPSS programı kullanılarak analiz edilmiştir. DEOGÖÖ'nün yapı geçerliğini … Show more

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“…Another scale used is the Digital Educational Game Development Self-Efficacy Scale [DEGDS]. The scale was developed by Kelleci and Kulaksız (2020). This scale also consists of 21 items.…”
Section: Data Collection Toolsmentioning
confidence: 99%
“…Another scale used is the Digital Educational Game Development Self-Efficacy Scale [DEGDS]. The scale was developed by Kelleci and Kulaksız (2020). This scale also consists of 21 items.…”
Section: Data Collection Toolsmentioning
confidence: 99%
“…Besides, it is important to develop teachers' gamification self-efficacy and their current level. The literature covers scale development studies to determine the digital educational game development self-efficacy of classroom teaching and computer engineering department students and graduates (Kelleci & Kulaksız, 2020) and undergraduate students' views on the use of gamification applications in education (Özdamlı & Kocakoyun-Aydoğan, 2019); however, current literature does not include any study on the evaluation of gamification self-efficacy of in-service teachers. Therefore, it is assumed that this study will make a great contribution to the literature on the gamification self-efficacy of in-service teachers.…”
Section: Introductionmentioning
confidence: 99%