Verónica V Márquez-Hernández1, José Miguel Garrido-Molina2, Lorena Gutiérrez-Puertas3, Alba García-Viola4, Gabriel Aguilera-Manrique5, Genoveva Granados-Gámez6. 1. Department of Nursing, Physiotherapy and Medicine, Faculty of Health Sciences, Research Group of Health Sciences CTS-451, University of Almeria, Sacramento S/N, en La Cañada de San Urbano, CP: 04120, Spain. Electronic address: vmh380@ual.es. 2. Empresa Pública de Emergencias Sanitarias 061, Edificio Antiguo Hospital Virgen del Mar, Ctra. de Ronda, 226, 04009 Almería, Spain. 3. Department of Nursing, Physiotherapy and Medicine, Faculty of Health Sciences, University of Almeria, Sacramento S/N, en La Cañada de San Urbano, CP: 04120, Spain. Electronic address: lgp524@ual.es. 4. Department of Nursing, Physiotherapy and Medicine, Faculty of Health Sciences, University of Almeria, Sacramento S/N, en La Cañada de San Urbano, CP: 04120, Spain. 5. Department of Nursing, Physiotherapy and Medicine, Faculty of Health Sciences, Research Group of Health Sciences CTS-451, University of Almeria, Sacramento S/N, en La Cañada de San Urbano, CP: 04120, Spain. Electronic address: gaguiler@ual.es. 6. Department of Nursing, Physiotherapy and Medicine, Faculty of Health Sciences, Research Group of Health Sciences CTS-451, University of Almeria, Sacramento S/N, en La Cañada de San Urbano, CP: 04120, Spain. Electronic address: genoveva@ual.es.
Abstract
BACKGROUND: There has been an increasing amount of research in the last few years on the use of gamification in nursing. However, there is not yet a suitable measuring instrument that fully captures the emotional qualities that arise with the use of gamification. OBJECTIVES: To culturally adapt and validate the Gameful Experience Scale used among nursing students as well as understand their game experience. DESIGN: The study was divided into two phases 1) cross-cultural adaptation and 2) validation of the scale and cross-sectional descriptive study. SETTINGS: Faculty of Health Sciences at the University of Almeria, Spain. PARTICIPANTS: 226 students studying an undergraduate nursing degree. METHODS: In the first phase, a cross-cultural adaptation was carried out using a forward-back translation, with the collaboration of a panel of experts. In the second phase, the corresponding analyses were performed, to measure the reliability and the validity of the instrument. RESULTS: The Kaiser-Meyer-Olkin test that measures the appropriateness of the sample had a result of 0.875. Bartlett's sphericity test was significant (X2(351) = 3755.142, p < 0.05). A structure of 6 factors was confirmed. The total Chronbach α value was 0.855. In the analysis of the test-retest reliability, a correlation level of 0.89 was obtained (p < 0.05). The participants showed high scores in all the dimensions, except that of absence of negative effects. CONCLUSIONS: The adapted version of the scale showed good results in regards to reliability and validity, which indicates that it is an effective tool to be used to measure the game experience in nursing students' training.
BACKGROUND: There has been an increasing amount of research in the last few years on the use of gamification in nursing. However, there is not yet a suitable measuring instrument that fully captures the emotional qualities that arise with the use of gamification. OBJECTIVES: To culturally adapt and validate the Gameful Experience Scale used among nursing students as well as understand their game experience. DESIGN: The study was divided into two phases 1) cross-cultural adaptation and 2) validation of the scale and cross-sectional descriptive study. SETTINGS: Faculty of Health Sciences at the University of Almeria, Spain. PARTICIPANTS: 226 students studying an undergraduate nursing degree. METHODS: In the first phase, a cross-cultural adaptation was carried out using a forward-back translation, with the collaboration of a panel of experts. In the second phase, the corresponding analyses were performed, to measure the reliability and the validity of the instrument. RESULTS: The Kaiser-Meyer-Olkin test that measures the appropriateness of the sample had a result of 0.875. Bartlett's sphericity test was significant (X2(351) = 3755.142, p < 0.05). A structure of 6 factors was confirmed. The total Chronbach α value was 0.855. In the analysis of the test-retest reliability, a correlation level of 0.89 was obtained (p < 0.05). The participants showed high scores in all the dimensions, except that of absence of negative effects. CONCLUSIONS: The adapted version of the scale showed good results in regards to reliability and validity, which indicates that it is an effective tool to be used to measure the game experience in nursing students' training.
Authors: Guadalupe Molina-Torres; Miguel Rodriguez-Arrastia; Raquel Alarcón; Nuria Sánchez-Labraca; María Sánchez-Joya; Pablo Roman; Mar Requena Journal: JMIR Serious Games Date: 2021-03-24 Impact factor: 4.143
Authors: Guadalupe Molina-Torres; Irene Sandoval-Hernández; Carmen Ropero-Padilla; Miguel Rodriguez-Arrastia; Jesús Martínez-Cal; Manuel Gonzalez-Sanchez Journal: Int J Environ Res Public Health Date: 2021-12-03 Impact factor: 3.390