Developing A Digital Educational Game Development Self-Efficacy Scale
Year 2021,
Issue: 52, 1 - 30, 27.04.2021
Ozge Kelleci
,
Taibe Kulaksız
Abstract
In this research, it is aimed to develop valid and reliable Digital Educational Game Development Self-Efficacy Scale (DEGDSS). In this context, the item pool was formed in line with the related literature. After that, the content validity ratio calculated for each item according to experts’ opinions. The first draft of DEGDSS composed of 24 items was applied to 418 participants for validity and reliability studies. The data were analyzed through SPSS. Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA) were conducted to identify the construct validity of DEGDSS. The Kaiser-Meyer-Olkin (KMO) coefficient of the EFA was calculated as .965 and the Bartlett Sphericity Test was found significant (p=.000). As a result of the analysis of EFA, it was found that the 21-item-scale has a two-factor structure defined as Education and Game Development and these factors account for 70.25% of the total variance. As a result of item analysis conducted to determine the level of discrimination of items of the scale, the difference between the items was found to be significant at .01 level. Cronbach alpha reliability coefficient of the scale was calculated as .972. As a consequence of the CFA, the model was acceptable.
References
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- Akıllı, K. G. & Çağıltay, K. (2006). An instructional design/development model for the creation of game-like learning environments the fidge model, In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction: Game-based and innovative learning approaches (pp. 93-112). Amsterdam, Netherlands: IOS Press.
- Aksu, G., Eser, M. T., & Güzeller, C. O. (2017). Açımlayıcı ve doğrulayıcı faktör analizi ile yapısal eşitlik uygulamaları. Ankara: Detay Yayıncılık.
- Aleem, S., Capretz, L. F., & Ahmed, F. (2016). Critical success factors to improve the game development process from a developer’s perspective. Journal of Computer Science and Technology, 31(5), 925–948.
- An, Y. J. & Cao, L. (2017). The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends, 61 (2), 162–170.
- An, Y-J., Haynes, L, D'Alba, A., & Chumney, F. (2016). Using educational computer games in the classroom: Science teachers’ experiences, attitudes, perceptions, concerns, and support needs. Contemporary Issues in Technology & Teacher Education, 16(4), 415-433.
- Aşkar, P. & Dönmez, O. (2004). Eğitim yazılımı geliştirme öz-yeterlik algısı ölçeği [A self-efficacy scale for educational software development]. Eğitim Bilimleri ve Uygulama, 3(6), 259-274.
- Bakaç, E. & Özen, R. (2015). Materyal tasarımı öz-yeterlik inancı ölçeği: Geçerlik ve güvenirlik çalışması [Material design self- efficacy belief scale: A validity and reliability study]. International Journal of Human Sciences, 12(2), 461-476.
- Bandura, A. (1997). Self-efficacy: The exercise of self-control. New York: Freeman.
- Baykul, Y. (2000). Eğitimde ve Psikolojide Ölçme (3th ed.) [Measurement in education and psychology]. Ankara: Pegem Akademi.
- Brom, C., Dechterenko, F., Sisler, V., Hlavka, Z., & Lukavsky, J. (2018). Does motivation enhance knowledge acquisition in digital game-based and multimedia learning? A review of studies from one lab. In Göbel S. et al. (Eds.) Serious Games. JCSG 2018. Lecture Notes in Computer Science, vol 11243. Springer, Cham.
- Brown, Q., Lee, F., & Alejandre, S. (2009). Emphasizing soft skills and team development in an educational digital game design course. In Fourth International Conference on the Foundations of Digital Games, 2009, 240-247.
- Bryman, A. & Cramer, D. (1999). Quantitative data analysis with SPSS release 8 for Windows: A guide for social scientists. London: Routledge.
- Büyüköztürk, Ş. (2011). Sosyal bilimler için veri analizi el kitabı (15th ed.) [Data analysis handbook for social sciences]. Ankara: Pegem Akademi.
- Büyüköztürk, Ş., Çakmak, K. Ç., Akgün, E. Ö., Karadeniz, Ş., & Demirel, F. (2015). Bilimsel araştırma yöntemleri (19th ed.) [Scientific research methods]. Ankara: Pegem Akademi.
- Byun, J. & Joung, E. (2018). Digital game-based learning for K–12 mathematics education: A meta-analysis. School Science and Mathematics. 118, 113-126.
- Cai, L., Liu, F., & Liang, Z. (2010). The research and application of education game design model in teaching chinese as a foreign language. 2010 IEEE International Conference on Progress in Informatics and Computing (PIC), 2, 12411245. doi:10.1109/PIC.2010.5687919.
- Can, A. (2014). SPSS ile bilimsel araştırma sürecinde nicel veri analizi. Ankara: Pegem Akademi.
- Cherian, J. & Jacob, J. (2013). Impact of self efficacy on motivation and performance of employees. International Journal of Business and Management, 8(14), 80-88.
- Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Hillsdale, NJ: Lawrence Erlbaum.
- Cronbach, L. J. (1990). Essentials of psychological testing (5th ed.) New York: Harper-Row.
- Çokluk, Ö., Şekercioğlu, G., & Büyüköztürk, Ş. (2010). Sosyal bilimler için çok değişkenli istatistik. Ankara: Pegem Yayıncılık.
- Çokluk, Ö., Şekercioğlu, G., & Büyüköztürk, Ş. (2012). Sosyal bilimler için çok değişkenli SPSS ve LISREL uygulamaları. Ankara: Pegem A Yayıncılık.
- DeVellis, R. F. (2003). Scale development: Theory and application (6th ed.). Thousand Oaks, CA: SAGE.
- Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education (8th ed.). New York, NY: McGraw Hill Education.
- Gaudelli, W. & Talyor, A. (2011). Modding the global classroom? Serious video games and teacher reflection. Contemporary Issues in Technology and Teacher Education, 11(1), 70–91.
- Gros, B. (2015). Integration of digital games in learning and e-learning environments: Connecting experiences and context. In Digital Games and Mathematics Learning (pp. 35-53). Springer: Dordrecht.
- Gürbüz, S. & Şahin, F. (2018). Sosyal bilimlerde araştırma yöntemleri [Research methods in social sciences](5th ed.). Ankara: Seçkin Yayıncılık.
- Hava, K. & Cakir, H. (2017). A systematic review of literature on students as educational computer game designers. In J. Johnston (Ed.), Proceedings of EdMedia 2017 (pp. 407-419). Washington, DC: Association for the Advancement of Computing in Education (AACE). Retrieved January 10, 2019 from https://www.learntechlib.org/primary/p/178342/.
- Hewner, M. & Guzdial, M. (2010). What game developers look for in a new graduate: Interviews and surveys at one game company. Paper presented at the 41st ACM Technical Symposium on Computer Science Education, Milwaukee, Wisconsin, USA.
- Ho, R. (2006). Handbook of univariate and multivariate data analysis and ınterpretation with SPSS. New York: Taylor and Francis.
- International Society for Technology in Education (2017). ISTE standards for educators. Arlington, VA: ISTE. Retrieved January 08, 2019 from http://www.iste.org/standards/for-educators.
- Kelleci, Ö. & Kulaksız, T. (2018, April). Developing an educational digital game design course. Paper presented at the 8th WCETR. Batum, Georgia.
- Kline, P. (1994). An easy guide to factor analysis. New York: Routledge.
- Law, E. L. & Sun, X. (2012). Evaluating user experience of adaptive digital educational games with activity theory. International Journal of Human Computer Studies, 70(7), 478–497. doi: 10.1016/j.ijhcs.2012.01.007.
- Li, Q., Lemieux, C., Vandermeiden, E., & Nathoo, S. (2013). Are you ready to teach secondary mathematics in the 21st century? A study of preservice teachers' digital game design experience. Journal of Research on Technology in Education, 45(4), 309–337. doi: 10.1080/15391523.2013.10782608.
- Martins, A. R. & Oliveira, L. R. (2018). Students as creators of educational games - learning to use simple frameworks and tools to empower students as educational game designers. Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1210-1215). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved January 10, 2019 from https://www.learntechlib.org/primary/p/184330/.
- McGill, M. M. (2008, November). Critical skills for game developers: An analysis of skills sought by industry. Paper presented at the 2008 Conference on Future Play: Research, Play, Share. Toronto, Canada.
- McMahon, M. T. (2009). Using the DODDEL model to teach serious game design to novice designers. Proceedings of Ascilite 2009. (pp. 646-653). Auckland, New Zealand. The University of Auckland, Auckland University of Technology & Australasian Society for Computers in Learning in Tertiary Education.
- Ministry of National Education (2017). Öğretmenlik mesleği genel yeterlikleri. Retrieved January 11, 2019 from http://oygm.meb.gov.tr/meb_iys_dosyalar/2017_12/11115355_YYRETMENLYK_ MESLEYY_GENEL_YETERLYKLERY.pdf.
- Noemi, P. & Maximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238. doi: 10.13189/ujer.2014.020305.
- Prensky, M. (2001). Digital game-based learning. New York: McGraw Hill.
- Prensky, M. (2008). Students as designers and creators of educational computer games: Who else? British Journal of Educational Technology, 39(6), 1004–1019. doi: 10.1111/j.1467-8535.2008.00823_2.x.
- Ramalingam, V. & Wiedenbeck, S. (1998). Development and validation of scores on a computer programming self-efficacy scale and group analyses of novice programmer self-efficacy. Journal of Educational Computing Research, 19(4), 367-381. doi: 10.2190/c670-y3c8-ltj1-ct3p.
- Riazi, A. M. (2016). The Routledge encyclopedia of research methods in applied linguistics. NY: Routledge.
- Sancar Tokmak, H. & Özgelen, S. (2013). The ECE pre-service teachers’ perception on factors affecting the integration of educational computer games in two conditions: Selecting versus redesigning. Educational Sciences: Theory and Practice, 13(2) – Spring, 1345-1356.
- Schermelleh-Engel, K., Moosbrugger, H., & Müller, H. (2003). Evaluating the fit of structural equation models: Tests of significance and descriptive goodness-of-fit measures. Methods of Psychological Research Online, 8(2), 23-74.
- Seçer, İ. (2015). Psikolojik test geliştirme ve uyarlama süreci. Ankara: Anı Yayıncılık.
- Tavşancıl, E. (2002). Tutumların ölçülmesi ve spss ile veri analizi. Ankara: Nobel Yayıncılık.
- Tschannen-Moran, M., & Hoy, A. W. (2007). The differential antecedents of self-efficacy beliefs of novice and experienced teachers. Teaching and Teacher Education, 23(6), 944–956. doi:10.1016/j.tate.2006.05.003.
- Tüzün, H., Barab, S. A., & Thomas, M. K. (2019). Reconsidering the motivation of learners in educational computer game contexts. Turkish Journal of Education, 8(2), 129–159. doi: 10.19128/turje.546283.
- Veneziano L. & Hooper J. (1997). A method for quantifying content validity of health-related questionnaires. American Journal of Health Behavior, 21(1), 67-70.
- Worthington, R. W. & Whittaker, T. A. (2006). Scale development research: A content analysis and recommendations for best practices. The Counseling Psychologist, 34(6), 806-838. doi:10.1177/0011000006288127.
- Yang, Y. T. C. (2015). Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students. Computers & Education, 81, 281–295. doi: 10.1016/j.compedu.2014.10.004.
- Yien, J. M., Hung, C. M., Hwang, G. J., & Lin, Y. C. (2011). A game-based learning approach to improving students' learning achievements in a nutrition course. Turkish Online Journal of Educational Technology, 10(2), 1-10.
- Zin, N. A., Jaafar, A., & Yue, W. S. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS Transactions on Computers, 8(2), 322-333.
Dijital Eğitsel Oyun Geliştirme Öz-Yeterlik Ölçeğinin Geliştirilmesi
Year 2021,
Issue: 52, 1 - 30, 27.04.2021
Ozge Kelleci
,
Taibe Kulaksız
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 test etmek amacıyla Açımlayıcı Faktör Analizi (AFA) ve Doğrulayıcı Faktör Analizi (DFA) yapılmıştır. AFA’ya uygunluğu test etmek için Kaiser-Meyer-Olkin (KMO) katsayısı .965 olarak hesaplanmış ve Bartlett Küresellik Testi p =.000 düzeyinde anlamlı bulunmuştur. AFA analizi sonucunda 21 maddeden oluşan ölçeğin Eğitim ve Oyun geliştirme şeklinde tanımlanan iki faktörlü bir yapıya sahip olduğu ve bu faktörlerin toplam varyansın %70.25’ini açıkladığı saptanmıştır. Ölçek maddelerinin ayırt edicilik düzeylerini belirlemek amacıyla yapılan madde analizi sonucunda, maddeler arasındaki farkın .01 düzeyinde anlamlı olduğu ortaya çıkmıştır. Son olarak ölçek için Cronbach alfa güvenirlik katsayısı .972 olarak hesaplanmıştır. DFA sonucunda, model kabul edilebilir düzeydedir.
References
- Akgün, E., Nuhoğlu, P., Tüzün, H., Kaya, G., & Çınar, M. (2011). Bir eğitsel oyun tasarımı modelinin geliştirilmesi [Development of an educational game design model]. Eğitim Teknolojisi Kuram ve Uygulama, 1(1), 41-61.
- Akıllı, K. G. & Çağıltay, K. (2006). An instructional design/development model for the creation of game-like learning environments the fidge model, In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction: Game-based and innovative learning approaches (pp. 93-112). Amsterdam, Netherlands: IOS Press.
- Aksu, G., Eser, M. T., & Güzeller, C. O. (2017). Açımlayıcı ve doğrulayıcı faktör analizi ile yapısal eşitlik uygulamaları. Ankara: Detay Yayıncılık.
- Aleem, S., Capretz, L. F., & Ahmed, F. (2016). Critical success factors to improve the game development process from a developer’s perspective. Journal of Computer Science and Technology, 31(5), 925–948.
- An, Y. J. & Cao, L. (2017). The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends, 61 (2), 162–170.
- An, Y-J., Haynes, L, D'Alba, A., & Chumney, F. (2016). Using educational computer games in the classroom: Science teachers’ experiences, attitudes, perceptions, concerns, and support needs. Contemporary Issues in Technology & Teacher Education, 16(4), 415-433.
- Aşkar, P. & Dönmez, O. (2004). Eğitim yazılımı geliştirme öz-yeterlik algısı ölçeği [A self-efficacy scale for educational software development]. Eğitim Bilimleri ve Uygulama, 3(6), 259-274.
- Bakaç, E. & Özen, R. (2015). Materyal tasarımı öz-yeterlik inancı ölçeği: Geçerlik ve güvenirlik çalışması [Material design self- efficacy belief scale: A validity and reliability study]. International Journal of Human Sciences, 12(2), 461-476.
- Bandura, A. (1997). Self-efficacy: The exercise of self-control. New York: Freeman.
- Baykul, Y. (2000). Eğitimde ve Psikolojide Ölçme (3th ed.) [Measurement in education and psychology]. Ankara: Pegem Akademi.
- Brom, C., Dechterenko, F., Sisler, V., Hlavka, Z., & Lukavsky, J. (2018). Does motivation enhance knowledge acquisition in digital game-based and multimedia learning? A review of studies from one lab. In Göbel S. et al. (Eds.) Serious Games. JCSG 2018. Lecture Notes in Computer Science, vol 11243. Springer, Cham.
- Brown, Q., Lee, F., & Alejandre, S. (2009). Emphasizing soft skills and team development in an educational digital game design course. In Fourth International Conference on the Foundations of Digital Games, 2009, 240-247.
- Bryman, A. & Cramer, D. (1999). Quantitative data analysis with SPSS release 8 for Windows: A guide for social scientists. London: Routledge.
- Büyüköztürk, Ş. (2011). Sosyal bilimler için veri analizi el kitabı (15th ed.) [Data analysis handbook for social sciences]. Ankara: Pegem Akademi.
- Büyüköztürk, Ş., Çakmak, K. Ç., Akgün, E. Ö., Karadeniz, Ş., & Demirel, F. (2015). Bilimsel araştırma yöntemleri (19th ed.) [Scientific research methods]. Ankara: Pegem Akademi.
- Byun, J. & Joung, E. (2018). Digital game-based learning for K–12 mathematics education: A meta-analysis. School Science and Mathematics. 118, 113-126.
- Cai, L., Liu, F., & Liang, Z. (2010). The research and application of education game design model in teaching chinese as a foreign language. 2010 IEEE International Conference on Progress in Informatics and Computing (PIC), 2, 12411245. doi:10.1109/PIC.2010.5687919.
- Can, A. (2014). SPSS ile bilimsel araştırma sürecinde nicel veri analizi. Ankara: Pegem Akademi.
- Cherian, J. & Jacob, J. (2013). Impact of self efficacy on motivation and performance of employees. International Journal of Business and Management, 8(14), 80-88.
- Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Hillsdale, NJ: Lawrence Erlbaum.
- Cronbach, L. J. (1990). Essentials of psychological testing (5th ed.) New York: Harper-Row.
- Çokluk, Ö., Şekercioğlu, G., & Büyüköztürk, Ş. (2010). Sosyal bilimler için çok değişkenli istatistik. Ankara: Pegem Yayıncılık.
- Çokluk, Ö., Şekercioğlu, G., & Büyüköztürk, Ş. (2012). Sosyal bilimler için çok değişkenli SPSS ve LISREL uygulamaları. Ankara: Pegem A Yayıncılık.
- DeVellis, R. F. (2003). Scale development: Theory and application (6th ed.). Thousand Oaks, CA: SAGE.
- Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education (8th ed.). New York, NY: McGraw Hill Education.
- Gaudelli, W. & Talyor, A. (2011). Modding the global classroom? Serious video games and teacher reflection. Contemporary Issues in Technology and Teacher Education, 11(1), 70–91.
- Gros, B. (2015). Integration of digital games in learning and e-learning environments: Connecting experiences and context. In Digital Games and Mathematics Learning (pp. 35-53). Springer: Dordrecht.
- Gürbüz, S. & Şahin, F. (2018). Sosyal bilimlerde araştırma yöntemleri [Research methods in social sciences](5th ed.). Ankara: Seçkin Yayıncılık.
- Hava, K. & Cakir, H. (2017). A systematic review of literature on students as educational computer game designers. In J. Johnston (Ed.), Proceedings of EdMedia 2017 (pp. 407-419). Washington, DC: Association for the Advancement of Computing in Education (AACE). Retrieved January 10, 2019 from https://www.learntechlib.org/primary/p/178342/.
- Hewner, M. & Guzdial, M. (2010). What game developers look for in a new graduate: Interviews and surveys at one game company. Paper presented at the 41st ACM Technical Symposium on Computer Science Education, Milwaukee, Wisconsin, USA.
- Ho, R. (2006). Handbook of univariate and multivariate data analysis and ınterpretation with SPSS. New York: Taylor and Francis.
- International Society for Technology in Education (2017). ISTE standards for educators. Arlington, VA: ISTE. Retrieved January 08, 2019 from http://www.iste.org/standards/for-educators.
- Kelleci, Ö. & Kulaksız, T. (2018, April). Developing an educational digital game design course. Paper presented at the 8th WCETR. Batum, Georgia.
- Kline, P. (1994). An easy guide to factor analysis. New York: Routledge.
- Law, E. L. & Sun, X. (2012). Evaluating user experience of adaptive digital educational games with activity theory. International Journal of Human Computer Studies, 70(7), 478–497. doi: 10.1016/j.ijhcs.2012.01.007.
- Li, Q., Lemieux, C., Vandermeiden, E., & Nathoo, S. (2013). Are you ready to teach secondary mathematics in the 21st century? A study of preservice teachers' digital game design experience. Journal of Research on Technology in Education, 45(4), 309–337. doi: 10.1080/15391523.2013.10782608.
- Martins, A. R. & Oliveira, L. R. (2018). Students as creators of educational games - learning to use simple frameworks and tools to empower students as educational game designers. Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1210-1215). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved January 10, 2019 from https://www.learntechlib.org/primary/p/184330/.
- McGill, M. M. (2008, November). Critical skills for game developers: An analysis of skills sought by industry. Paper presented at the 2008 Conference on Future Play: Research, Play, Share. Toronto, Canada.
- McMahon, M. T. (2009). Using the DODDEL model to teach serious game design to novice designers. Proceedings of Ascilite 2009. (pp. 646-653). Auckland, New Zealand. The University of Auckland, Auckland University of Technology & Australasian Society for Computers in Learning in Tertiary Education.
- Ministry of National Education (2017). Öğretmenlik mesleği genel yeterlikleri. Retrieved January 11, 2019 from http://oygm.meb.gov.tr/meb_iys_dosyalar/2017_12/11115355_YYRETMENLYK_ MESLEYY_GENEL_YETERLYKLERY.pdf.
- Noemi, P. & Maximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238. doi: 10.13189/ujer.2014.020305.
- Prensky, M. (2001). Digital game-based learning. New York: McGraw Hill.
- Prensky, M. (2008). Students as designers and creators of educational computer games: Who else? British Journal of Educational Technology, 39(6), 1004–1019. doi: 10.1111/j.1467-8535.2008.00823_2.x.
- Ramalingam, V. & Wiedenbeck, S. (1998). Development and validation of scores on a computer programming self-efficacy scale and group analyses of novice programmer self-efficacy. Journal of Educational Computing Research, 19(4), 367-381. doi: 10.2190/c670-y3c8-ltj1-ct3p.
- Riazi, A. M. (2016). The Routledge encyclopedia of research methods in applied linguistics. NY: Routledge.
- Sancar Tokmak, H. & Özgelen, S. (2013). The ECE pre-service teachers’ perception on factors affecting the integration of educational computer games in two conditions: Selecting versus redesigning. Educational Sciences: Theory and Practice, 13(2) – Spring, 1345-1356.
- Schermelleh-Engel, K., Moosbrugger, H., & Müller, H. (2003). Evaluating the fit of structural equation models: Tests of significance and descriptive goodness-of-fit measures. Methods of Psychological Research Online, 8(2), 23-74.
- Seçer, İ. (2015). Psikolojik test geliştirme ve uyarlama süreci. Ankara: Anı Yayıncılık.
- Tavşancıl, E. (2002). Tutumların ölçülmesi ve spss ile veri analizi. Ankara: Nobel Yayıncılık.
- Tschannen-Moran, M., & Hoy, A. W. (2007). The differential antecedents of self-efficacy beliefs of novice and experienced teachers. Teaching and Teacher Education, 23(6), 944–956. doi:10.1016/j.tate.2006.05.003.
- Tüzün, H., Barab, S. A., & Thomas, M. K. (2019). Reconsidering the motivation of learners in educational computer game contexts. Turkish Journal of Education, 8(2), 129–159. doi: 10.19128/turje.546283.
- Veneziano L. & Hooper J. (1997). A method for quantifying content validity of health-related questionnaires. American Journal of Health Behavior, 21(1), 67-70.
- Worthington, R. W. & Whittaker, T. A. (2006). Scale development research: A content analysis and recommendations for best practices. The Counseling Psychologist, 34(6), 806-838. doi:10.1177/0011000006288127.
- Yang, Y. T. C. (2015). Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students. Computers & Education, 81, 281–295. doi: 10.1016/j.compedu.2014.10.004.
- Yien, J. M., Hung, C. M., Hwang, G. J., & Lin, Y. C. (2011). A game-based learning approach to improving students' learning achievements in a nutrition course. Turkish Online Journal of Educational Technology, 10(2), 1-10.
- Zin, N. A., Jaafar, A., & Yue, W. S. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS Transactions on Computers, 8(2), 322-333.