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The evaluation of gamification implementation for adult learners: A scale development study based on andragogical principles
Education and Information Technologies ( IF 3.666 ) Pub Date : 2024-03-11 , DOI: 10.1007/s10639-024-12561-x
Zamzami Zainuddin , Samuel Kai Wah Chu , Juliana Othman

This study utilised scale development analysis to evaluate the effectiveness of gamification based on Knowles' andragogical principle in facilitating online learning for adult students. An exploratory sequential mixed-method research design was employed, incorporating interviews and field notes to gather qualitative data for scale construction. The Gamification for Adult Questionnaires (GAQ) scale was developed via questionnaires and analysed quantitatively. The thematic analysis of qualitative interviews revealed 23 sub-themes based on the five main andragogical principles used as a foundation for the quantitative analysis scales. Initially, 47 items were constructed, but five items with low communalities were excluded and an EFA with varimax rotation was performed on the remaining 42 items. The KMO and Bartlett test yielded a satisfactory value of 0.90 Williams et al. (2010). The Chi-square test (Bartlett's method) resulted in a significant sphericity level of p < .01. The EFA results enabled the categorisation of the 42 items into four factors: independent learning (9 items), learning engagement (15 items), knowledge-experience sharing (7 items), and application to real-life situations (11 items). The high alpha coefficient of 0.97 suggests the scale is reliable, and the 42 items account for 81% of the variance. The results indicate that the GAQ scale is a valid and reliable tool for evaluating gamification based on andragogical principles in adult learning settings. This study provides a foundation for future researchers interested in exploring gamification with contemporary teaching methods and technology for adult learners using Knowles' andragogical principles.



中文翻译:

成人学习者游戏化实施的评估:基于男性学原则的量表开发研究

本研究利用量表发展分析来评估基于诺尔斯的男性教育学原则的游戏化在促进成人学生在线学习方面的有效性。采用探索性顺序混合方法研究设计,结合访谈和现场记录来收集用于规模构建的定性数据。成人问卷游戏化(GAQ)量表是通过问卷开发并进行定量分析的。定性访谈的主题分析揭示了 23 个子主题,这些子主题基于作为定量分析量表基础的 5 个主要男性学原则。最初,构建了 47 个项目,但排除了 5 个公共性较低的项目,并对其余 42 个项目进行了最大方差旋转的 EFA。KMO 和 Bartlett 测试得出了令人满意的值为 0.90 Williams 等人。(2010)。卡方检验(Bartlett 方法)得出显着的球形度水平p  < .01。全民教育结果将 42 个项目分为四个因素:独立学习(9 个项目)、学习参与(15 个项目)、知识经验共享(7 个项目)和现实生活中的应用(11 个项目)。0.97 的高 alpha 系数表明量表是可靠的,42 个项目占方差的 81%。结果表明,GAQ 量表是评估成人学习环境中基于男性学原则的游戏化的有效且可靠的工具。这项研究为未来有兴趣利用诺尔斯的男性学原理探索成人学习者的现代教学方法和技术游戏化的研究人员奠定了基础。

更新日期:2024-03-11
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