Validation and Psychometric Properties of the Gameplay-Scale for Educative Video Games in Spanish Children
Félix Zurita Ortega,
Nuria Medina Medina,
Francisco Luis Gutiérrez Vela and
Ramón Chacón Cuberos
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Félix Zurita Ortega: Department of Didactics of Musical, Plastic and Corporal Expression, University of Granada, 18071 Granada, Spain
Nuria Medina Medina: Department of Languages and Computer Systems, University of Granada, 18071 Granada, Spain
Francisco Luis Gutiérrez Vela: Department of Languages and Computer Systems, University of Granada, 18071 Granada, Spain
Ramón Chacón Cuberos: Department of Research Methods and Diagnosis in Education, University of Granada, 18071 Granada, Spain
Sustainability, 2020, vol. 12, issue 6, 1-15
Abstract:
The knowledge of evaluation instruments to determine the level of gameplay of schoolchildren is very important at this time. A systematic review has been carried out in this study. The aim of this paper is to investigate the psychometric properties of a study of a sample of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2± 1.17 years, range: 10-12 years, 59.5% female) completed the Gameplay-Scale to discover their opinions after a game session with a serious educational game. The final scale consisted of three factors. The fit for factor 1 (usability) was 0.712, the fit for factor 2 was 0.702 (satisfaction), the fit for factor 3 was 0.886 (empathy) and the overall fit was 0.868. A positive and direct relationship could be observed between all the dimensions of the developed scale. The greatest correlation strength is shown between satisfaction and empathy (r = 0.800; p < 0.005), followed by satisfaction and usability (r = 0.180; p < 0.05) and the association between empathy and usability (r = 0.140; p < 0.05). In summary, the results of the present study support the use of the Gameplay-Scale as a valid and reliable measure of the game experience of youth populations. These results demonstrate strong psychometric properties so that the Gameplay-Scale appears to be a valid instrument for children in different contexts where an educational video game is used, analyzing its usability/“playability” in terms of learning to use it, game satisfaction, and empathy.
Keywords: Computer game; validation; gamers; properties psychometric; video game (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2020
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:12:y:2020:i:6:p:2283-:d:332609
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