Developing and Validating a Scale for Gamification Acceptance: Insights from E-Learning Environments

Document Type : Original Article

Authors

1 Department of Educational Technology - Faculty of Specific Education -Minia University

2 Faculty of Education, Helwan University

3 Faculty of Specific Education, Minia University

Abstract

This study develops a validated scale to measure the acceptance of Gamification technology in e-learning environments, providing insights into improving user engagement and learning outcomes. The research was based on the descriptive survey approach. The research tool was a scale for the acceptance of Gamification technology. A purposive sample of 28 secondary school teachers was selected to pilot the scale, ensuring its suitability for broader application. To achieve the research objectives, a scale was built in its final form of (39) paragraphs distributed over four dimensions. The first is entitled "Expected ease of use" and includes (9) phrases. The second is entitled "Perceived benefit" and includes (9) phrases. The third is entitled "Perceived use intentions" and includes (10) phrases. The fourth is entitled "Perceived actual use" and includes (10) phrases. The Delphi method was used in developing the scale by consulting a group of experts in the field of educational technology, where their opinions were gathered regarding the appropriateness and quality of the items.Using appropriate statistical methods, the results showed that the scale had good psychometric characteristics based on the indications of validity using virtual(arbitrators) validity of internal consistency. The scale demonstrated high reliability (Cronbach’s alpha = 0.976) across all dimensions. These findings suggest its potential for use in identifying areas where e-learning environments can be optimized.

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