Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games
Abstract
:1. Introduction
2. Theoretical Framework
3. Materials and Methods
4. Data Analysis and Results
- Factor 1 “educational possibilities”: α = 0.921.
- Factor 2 “positive disposition to implement activities”: α = 0.876
- Factor 3 “denial as educational methodology”: α = 0.762
- Factor 4 “concerns about neglecting the learning”: α = 0.814
- Factor 5 “useful and inclusive learning strategy”: α = 0.662
- Factor 6 “teacher denial due to loss of time”: α = 0.696.
- Twelve items related to the affective field (items 2, 3, 5, 7, 8, 13, 21, 25, 26, 27, 29 and 33): α = 0.873
- Thirteen items related to the cognitive field (items 1, 4, 6, 9, 10, 12, 14, 17, 18, 20, 22, 24 and 28): α = 0.904
- Eight items related to the behavioural field (items 11, 15, 16, 19, 23, 30, 31 and 32): α = 0.832.
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
Items 3 | Scale Mean If Item Deleted | Scale Variance If Item Deleted | Corrected Item-Total Correlation | Cronbach’s Alpha If Item Deleted |
---|---|---|---|---|
Eliminated item A | 220.63 | 662.559 | 0.602 | 0.958 |
Item 2 | 220.62 | 665.282 | 0.551 | 0.958 |
Eliminated item B | 220.87 | 668.153 | 0.483 | 0.958 |
Eliminated item C | 220.62 | 672.471 | 0.386 | 0.959 |
Eliminated item D | 221.07 | 664.586 | 0.448 | 0.958 |
Item 3 | 220.56 | 664.834 | 0.664 | 0.958 |
Eliminated item E | 220.41 | 671.550 | 0.437 | 0.958 |
Eliminated item F | 220.96 | 661.998 | 0.529 | 0.958 |
Eliminated item G | 220.65 | 669.445 | 0.490 | 0.958 |
Item 16 | 220.64 | 667.935 | 0.582 | 0.958 |
Item 9 | 220.61 | 669.943 | 0.442 | 0.958 |
Eliminated item H | 220.93 | 665.716 | 0.456 | 0.958 |
Eliminated item I | 221.23 | 665.819 | 0.592 | 0.958 |
Eliminated item J | 221.12 | 669.692 | 0.423 | 0.958 |
Eliminated item K | 221.36 | 665.303 | 0.518 | 0.958 |
Item 14 | 221.05 | 664.462 | 0.577 | 0.958 |
Item 7 | 220.55 | 665.627 | 0.561 | 0.958 |
Eliminated item L | 220.50 | 671.828 | 0.507 | 0.958 |
Eliminated item M | 220.79 | 667.020 | 0.475 | 0.958 |
Item 17 | 221.23 | 663.963 | 0.611 | 0.958 |
Item 15 | 220.53 | 672.845 | 0.501 | 0.958 |
Item 12 | 221.16 | 662.172 | 0.575 | 0.958 |
Eliminated item N | 220.65 | 672.014 | 0.433 | 0.958 |
Item 11 | 220.79 | 669.255 | 0.524 | 0.958 |
Item 10 | 221.18 | 666.826 | 0.479 | 0.958 |
Item 13 | 221.61 | 660.157 | 0.485 | 0.958 |
Item 19 | 220.91 | 667.343 | 0.554 | 0.958 |
Item 5 | 221.61 | 654.418 | 0.575 | 0.958 |
Item 23 | 220.79 | 666.146 | 0.593 | 0.958 |
Item 20 | 220.95 | 665.993 | 0.575 | 0.958 |
Item 18 | 220.99 | 664.225 | 0.629 | 0.958 |
Item 22 | 221.14 | 661.394 | 0.615 | 0.958 |
Item 27 | 220.74 | 660.407 | 0.705 | 0.957 |
Item 21 | 220.69 | 662.710 | 0.671 | 0.958 |
Item 6 | 220.93 | 664.099 | 0.639 | 0.958 |
Item 32 | 220.70 | 670.357 | 0.546 | 0.958 |
Eliminated item O | 221.51 | 682.638 | 0.082 | 0.961 |
Item 24 | 220.86 | 663.345 | 0.657 | 0.958 |
Item 4 | 221.13 | 662.594 | 0.566 | 0.958 |
Item 28 | 220.95 | 661.240 | 0.669 | 0.958 |
Eliminated item P | 221.62 | 662.156 | 0.461 | 0.958 |
Eliminated item Q | 221.37 | 663.378 | 0.541 | 0.958 |
Eliminated item R | 221.19 | 660.165 | 0.615 | 0.958 |
Item 8 | 221.37 | 652.107 | 0.646 | 0.958 |
Eliminated item S | 221.32 | 666.831 | 0.421 | 0.959 |
Eliminated item T | 221.23 | 666.808 | 0.447 | 0.958 |
Eliminated item U | 220.68 | 671.652 | 0.439 | 0.958 |
Item 26 | 220.88 | 662.683 | 0.560 | 0.958 |
Item 25 | 220.75 | 662.943 | 0.581 | 0.958 |
Item 29 | 220.95 | 662.006 | 0.568 | 0.958 |
Eliminated item V | 220.70 | 664.472 | 0.593 | 0.958 |
Item 30 | 220.71 | 662.721 | 0.604 | 0.958 |
Item 31 | 220.88 | 663.152 | 0.630 | 0.958 |
Eliminated item W | 220.69 | 669.108 | 0.488 | 0.958 |
Item 1 | 220.85 | 664.544 | 0.511 | 0.958 |
Item 33 | 220.68 | 666.913 | 0.565 | 0.958 |
Eliminated item X | 220.65 | 663.824 | 0.585 | 0.958 |
Appendix B
Items 4 | Scale Mean If Item Deleted | Scale Variance If Item Deleted | Corrected Item-Total Correlation | Cronbach’s Alpha If Item Deleted |
---|---|---|---|---|
Item 1 | 126.69 | 256.478 | 0.475 | 0.947 |
Item 2 | 126.46 | 256.384 | 0.536 | 0.946 |
Item 3 | 126.39 | 257.132 | 0.602 | 0.946 |
Item 4 | 126.97 | 253.008 | 0.614 | 0.945 |
Item 5 | 127.45 | 250.159 | 0.545 | 0.946 |
Item 6 | 126.77 | 254.438 | 0.677 | 0.945 |
Item 7 | 126.39 | 256.724 | 0.541 | 0.946 |
Item 8 | 127.21 | 249.408 | 0.596 | 0.946 |
Item 9 | 126.44 | 258.554 | 0.454 | 0.947 |
Item 10 | 127.02 | 255.779 | 0.521 | 0.946 |
Item 11 | 126.63 | 257.846 | 0.553 | 0.946 |
Item 12 | 127.00 | 253.189 | 0.606 | 0.945 |
Item 13 | 127.45 | 254.627 | 0.427 | 0.948 |
Item 14 | 126.89 | 255.253 | 0.587 | 0.946 |
Item 15 | 126.37 | 261.685 | 0.453 | 0.947 |
Item 16 | 126.48 | 258.088 | 0.564 | 0.946 |
Item 17 | 127.07 | 254.887 | 0.624 | 0.945 |
Item 18 | 126.83 | 254.574 | 0.664 | 0.945 |
Item 19 | 126.75 | 256.054 | 0.608 | 0.945 |
Item 20 | 126.79 | 255.798 | 0.604 | 0.945 |
Item 21 | 126.53 | 253.989 | 0.692 | 0.945 |
Item 22 | 126.98 | 252.099 | 0.672 | 0.945 |
Item 23 | 126.63 | 256.179 | 0.611 | 0.945 |
Item 24 | 126.70 | 254.671 | 0.665 | 0.945 |
Item 25 | 126.59 | 254.450 | 0.585 | 0.946 |
Item 26 | 126.72 | 256.447 | 0.484 | 0.947 |
Item 27 | 126.58 | 251.875 | 0.753 | 0.944 |
Item 28 | 126.78 | 252.557 | 0.710 | 0.945 |
Item 29 | 126.78 | 254.197 | 0.559 | 0.946 |
Item 30 | 126.55 | 254.483 | 0.602 | 0.945 |
Item 31 | 126.72 | 254.600 | 0.635 | 0.945 |
Item 32 | 126.53 | 258.484 | 0.581 | 0.946 |
Item 33 | 126.52 | 257.323 | 0.553 | 0.946 |
Appendix C
- Implementing video games for collaborative learning in educational practices is impossible.
- I would like to implement collaborative learning activities with video games in educational practices.
- If I implemented collaborative learning activities with video games in educational practices, I would feel that I am wasting class time.
- Collaborative learning with video games allows for greater interaction between the teacher and his/her students.
- I worry that collaborative learning activities with video games encourage students not to put effort into educational tasks and activities.
- Collaborative learning with video games allows students to jointly build knowledge about curricular content.
- I think receiving training in collaborative learning with video games is a waste of time.
- I worry that collaborative learning with video games is a distraction from the course syllabus.
- Collaborative learning with video games is a good strategy for the inclusion of students with special education needs.
- When working with video games in groups, students would pay attention to the opinions of other students.
- I would implement collaborative learning activities with video games to help students learn to share responsibilities.
- By working collaboratively with video games in educational practices, students would relate to each other more easily.
- I worry that collaborative learning with video games encourages students to take learning lightly.
- Collaborative learning with video games allows students to learn to work autonomously.
- If my students asked me to carry out collaborative learning activities with video games in educational practices, I would refuse.
- I would implement collaborative learning activities with video games to help students develop useful life skills.
- Collaborative learning activities with video games help to explore ideas and concepts more fully.
- Students have greater autonomy in their learning when they take part in collaborative learning activities with video games.
- I would implement collaborative learning activities with video games to increase the students’ self-esteem.
- Students would put more effort to share knowledge among them if they worked collaboratively with video games.
- I would like to encourage the curiosity of students through collaborative learning with video games.
- Video games facilitate the implementation of collaborative activities with students.
- I would implement collaborative learning activities with video games to develop the students’ capacity for initiative.
- When working collaboratively with video games, the explanations given among the members of the group facilitate the understanding of the concepts.
- I would like to work in a school where the implementation of collaborative learning activities with video games with students was supported.
- I would be overwhelmed if I had to implement collaborative learning activities with video games with students.
- I would like to develop the students’ creativity through collaborative learning with video games.
- When working collaboratively with video games in educational practices, the interaction generated with classmates increases the level of student learning.
- I do not believe that collaborative learning with video games is an appropriate classroom methodology that improves education.
- If I had to implement new activities in the educational practices, they would never be collaborative learning activities with video games.
- If there were sufficient resources within the school, I would frequently implement collaborative learning activities with video games.
- I would implement collaborative learning activities with video games to facilitate the students to learn the course syllabus.
- I would like to collaborate with other teachers who implement collaborative learning activities with video games in their educational practices.
References
- Noraddin, E.M.; Kian, N.T. Academics’ attitudes toward using digital games for learning & teaching in Malaysia. Malays. Online J. Educ. Technol. 2014, 2, 1–21. [Google Scholar]
- Pastore, R.S.; Falvo, D.A. Video games in the classroom: Pre- and in-service teachers’ perceptions of games in the K-12 classroom. Int. J. Instr. Technol. Distance Learn. 2010, 7, 49–57. [Google Scholar]
- Tejedor, F.J.; García-Valcárcel, A. Competencias de los profesores para el uso de las TIC en la enseñanza. Análisis de sus conocimientos y actitudes. Rev. Esp. Pedagog. 2006, 64, 21–43. [Google Scholar]
- Anjomshoa, L.; Sadighi, F. The Importance of Motivation in Second Language Acquisition. IJSELL 2015, 3, 126–137. [Google Scholar]
- Feng, R.; Chen, H. An Analysis on the Importance of Motivation and Strategy in Postgraduates English Acquisition. Engl. Lang. Teach. 2009, 2, 93–97. [Google Scholar] [CrossRef]
- Serrano-Cámara, L.M.; Paredes-Velasco, M.; Alcover, C.M.; Velazquez-Iturbide, J.A. An evaluation of students’ motivation in computer-supported collaborative learning of programming concepts. Comput. Hum. Behav. 2014, 31, 499–508. [Google Scholar] [CrossRef]
- Gooch, D.; Vasalou, A.; Benton, L.; Khaled, R. Using Gamification to Motivate Students with Dyslexia. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, San Jose, CA, USA, 7–12 May 2016; pp. 969–980. [Google Scholar]
- Hill, V. Digital citizenship through game design in Minecraft. New Libr. World 2015, 116, 369–382. [Google Scholar] [CrossRef]
- Ordiz, T. Gamificación: La vuelta al mundo en 80 días. Infanc. Educ. Aprendiz. 2017, 3, 397–403. [Google Scholar] [CrossRef]
- Morillas, C.; Muñoz-Organero, M.; Sánchez, J. Can Gamification Improve the Benefits of Student Response Systems in Learning? An Experimental Study. IEEE Trans. Emerg. Top. Comput. 2016, 4, 429–438. [Google Scholar] [CrossRef]
- Quintero, L.E.; Jiménez, F.; Area, M. Más allá del libro de texto. La gamificación mediada con TIC como alternativa de innovación en Educación Física. Retos Nuevas Tend. Educ. física deporte recreación 2018, 34, 343–348. [Google Scholar]
- Hong, G.Y.; Masood, M. Effects of Gamification on Lower Secondary School Students’ Motivation and Engagement. Int. J. Educ. Pedagog. Sci. 2014, 8, 3765–3772. [Google Scholar]
- Corchuelo-Rodríguez, C.A. Gamificación en Educación Superior: Experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula. EDUTEC 2018, 63, 29–41. [Google Scholar] [CrossRef]
- Çağlar, S.; Kocadere, S.A. Possibility of Motivating Different Type of Players in Gamified Learning Environments. In Proceedings of the EDULEARN16 Conference, Barcelona, Spain, 4–6 July 2016; pp. 1987–1994. [Google Scholar]
- Landers, R.N.; Callan, R.C. Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training. In Serious Games and Edutainment Applications; Ma, M., Oikonomou, A., Jain, L., Eds.; Springer: London, UK, 2011; pp. 399–423. [Google Scholar]
- Topîrceanu, A. Gamified learning: A role-playing approach to increase student in-class motivation. Procedia Comput. Sci. 2017, 112, 41–50. [Google Scholar] [CrossRef]
- García-Valcárcel, A.; Hernández, A.; Recamán, A. La metodología del aprendizaje colaborativo a través de las TIC: Una aproximación a las opiniones de profesores y alumnos. Rev. Complut. Educ. 2012, 23, 161–188. [Google Scholar] [CrossRef]
- Jones, B.D.; Epler, C.M.; Mokri, P.; Bryant, L.H.; Paretti, M.C. The Effects of a Collaborative Problem-based Learning Experience on Students’ Motivation in Engineering Capstone Courses. Interdiscip. J. Probl.-Based Learn. 2013, 7, 34–71. [Google Scholar] [CrossRef]
- Capell, N.; Tejada, J.; Bosco, A. Los videojuegos como medio de aprendizaje: Un estudio de caso en matemáticas en Educación Primaria. Píxel-Bit 2017, 51, 133–150. [Google Scholar] [CrossRef]
- Chen, H.R.; Jian, C.H.; Lin, W.S.; Yang, P.C.; Chang, H.Y. Design of Digital Game-based Learning in Elementary School Mathematics. In Proceedings of the 2014 7th International Conference on Ubi-Media Computing and Workshops, Ulaanbaatar, Mongolia, 12–14 July 2014; pp. 322–325. [Google Scholar]
- Miller, D.J.; Robertson, D.P. Educational benefits of using game consoles in a primary classroom: A randomised controlled trial. Br. J. Educ. Technol. 2011, 42, 850–864. [Google Scholar] [CrossRef]
- Brom, C.; Preuss, M.; Klement, D. Are educational computer micro–games engaging and effective for knowledge acquisition at high–schools? A quasi–experimental study. Comput. Educ. 2011, 57, 1971–1988. [Google Scholar] [CrossRef]
- Huizenga, J.; Admiraal, W.; Akkerman, S.; Ten Dam, G. Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. J. Comput. Assist. Learn. 2009, 25, 332–344. [Google Scholar] [CrossRef]
- Cheng, M.-T.; Lin, Y.-W.; She, H.-C. Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters. Comput. Educ. 2015, 86, 18–29. [Google Scholar] [CrossRef]
- Perini, S.; Luglietti, R.; Margoudi, M.; Oliveira, M.; Taisch, M. Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education—The Life Cycle Assessment (LCA) game. Comput. Ind. 2018, 102, 40–49. [Google Scholar] [CrossRef]
- Tan, A.J.Q.; Lee, C.C.S.; Lin, P.Y.; Cooper, S.; Lau, L.S.T.; Chua, W.L.; Liaw, S.Y. Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial. Nurse Educ. Today 2017, 55, 38–44. [Google Scholar] [CrossRef]
- Awedh, M.; Mueen, A.; Zafar, B.; Manzoor, U. Using Socrative and Smartphones for the support of collaborative learning. IJITE 2014, 3, 17–24. [Google Scholar] [CrossRef]
- Casillas, S.; Martín, J.; Martín, M.; Hernández, M.J. Proyecto “Empléate”. In Proyectos de Trabajo Colaborativo con TIC; García-Valcárcel, A., Ed.; Síntesis: Madrid, Spain, 2015; pp. 219–230. [Google Scholar]
- Terenzini, P.T.; Cabrera, A.F.; Colbeck, C.L.; Parente, J.M.; Bjorklund, S.A. Collaborative Learning vs. Lecture/Discussion: Students’ Reported Learning Gains. J. Eng. Educ. 2001, 90, 123–130. [Google Scholar] [CrossRef]
- Martín, M.; García-Valcárcel, A.; Hernández, A. Video games in teacher training: Design, implementation and assessment of an educational proposal. In Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM ’16), Salamanca, Spain, 2–4 November 2016; pp. 1147–1154. [Google Scholar]
- Henderson, L.; Klemes, J.; Eshet, Y. Just Playing a Game? Educational Simulation Software and Cognitive Outcomes. J. Educ. Comput. Res. 2000, 22, 105–129. [Google Scholar] [CrossRef] [Green Version]
- Lester, J.C.; Spires, H.A.; Nietfeld, J.L.; Minogue, J.; Mott, B.W.; Lobene, E.V. Designing game-based learning environments for elementary science education: A narrative-centered learning perspective. Inf. Sci. 2014, 264, 4–18. [Google Scholar] [CrossRef]
- Pareto, L.; Haake, M.; Lindström, P.; Sjödén, B.; Gulz, A. A teachable-agent based game affording collaboration and competition: Evaluating math comprehension and motivation. Educ. Technol. Res. 2012, 60, 723–751. [Google Scholar] [CrossRef]
- Sung, H.Y.; Hwang, G.J. A collaborative game-based learning approach to improving students’ learning performance in science courses. Comput. Educ. 2013, 63, 43–51. [Google Scholar] [CrossRef]
- Martín, M. Videojuegos y aprendizaje colaborativo. Experiencias en torno a la etapa de Educación Primaria. EKS 2015, 16, 69–89. [Google Scholar]
- Jenny, S.E.; Hushman, G.F.; Hushman, C.J. Pre-service teachers’ perceptions of motion-based video gaming in physical education. Int. J. Technol. Teach. Learn. 2013, 9, 96–111. [Google Scholar]
- Martín, M.; Basilotta, V.; García-Valcárcel, A. An approach to Spanish Primary School Teachers’ attitudes towards collaborative learning with video games and the influence of teacher training. In Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM ’16), Salamanca, Spain, 2–4 November 2016; pp. 715–719. [Google Scholar]
- Proctor, M.D.; Marks, Y. A survey of exemplar teachers’ perceptions, use, and access of computer-based games and technology for classroom instruction. Comput. Educ. 2013, 62, 171–180. [Google Scholar] [CrossRef]
- Alabbasi, D. Exploring Teachers Perspectives towards Using Gamification Techniques in Online Learning. Turk. Online J. Educ. Tojet 2018, 17, 34–45. [Google Scholar]
- Hung, A.C.Y.; Zarco, E.; Yang, M.; Dembicki, D.; Kase, M. Gamification in the wild: Faculty perspectives on gamifying learning in higher education. Issues Trends Educ. Technol. 2017, 5, 4–22. [Google Scholar]
- Martí-Parreño, J.; Seguí-Mas, D.; Seguí-Mas, E. Teachers’ Attitude towards and Actual Use of Gamification. Procedia Soc. Behv. 2016, 228, 682–688. [Google Scholar] [CrossRef]
- Sánchez-Mena, A.; Martí-Parreño, J. Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives. Electron. J. e-Learn. 2017, 15, 434–443. [Google Scholar]
- Nunnally, J.C. Psychometric Theory; McGraw-Hill: New York, NY, USA, 1978. [Google Scholar]
- Morales, P.; Urosa, B.; Blanco, A. Construcción de Escalas de Actitudes “Tipo Likert”: Una Guía Práctica; La Muralla y Hespérides: Madrid and Salamanca, Spain, 2003. [Google Scholar]
- Tejedor, F.J.; García-Valcárcel, A.; Prada, S. Medida de actitudes del profesorado universitario hacia la integración de las TIC. Comunicar 2009, 33, 115–124. [Google Scholar]
- Morales, P. Medición de Actitudes en Psicología y Educación: Construcción de Escalas y Problemas Metodológicos; Publicaciones de la Universidad Pontificia Comillas: Madrid, Spain, 2006. [Google Scholar]
- García-Valcárcel, A. Proyectos de Trabajo Colaborativo con TIC; Síntesis: Madrid, Spain, 2015. [Google Scholar]
- Cabero, J.; Barroso, J. La utilización del juicio de experto para la evaluación de TIC: El coeficiente de competencia experta. Bordón 2013, 65, 25–38. [Google Scholar] [CrossRef]
- García, E.; Gil, J.; Rodríguez, G. Análisis Factorial. Cuadernos de Estadística, 7; Editorial La Muralla: Madrid, Spain, 2000. [Google Scholar]
Total Variance Explained 1 | |||||||||
---|---|---|---|---|---|---|---|---|---|
Component | Initial Eigenvalues | Extration Sums of Squared Loadings | Rotation Sums of Squared Loadings | ||||||
Total | % of Variance | Cumulative % | Total | % of Variance | Cumulative % | Total | % of Variance | Cumulative % | |
1 | 12.837 | 38.900 | 38.900 | 12.837 | 38.900 | 38.900 | 6.402 | 19.400 | 19.400 |
2 | 2.115 | 6.410 | 45.310 | 2.115 | 6.410 | 45.310 | 4.360 | 13.211 | 32.612 |
3 | 1.866 | 5.656 | 50.966 | 1.866 | 5.656 | 50.966 | 2.742 | 8.308 | 40.920 |
4 | 1.129 | 3.421 | 54.386 | 1.129 | 3.421 | 54.386 | 2.415 | 7.319 | 48.239 |
5 | 1.100 | 3.335 | 57.721 | 1.100 | 3.335 | 57.721 | 2.106 | 6.383 | 54.621 |
6 | 1.043 | 3.161 | 60.882 | 1.043 | 3.161 | 60.882 | 2.066 | 6.261 | 60.882 |
7 | 0.963 | 2.919 | 63.802 | ||||||
8 | 0.940 | 2.849 | 66.651 | ||||||
9 | 0.783 | 2.373 | 69.024 | ||||||
10 | 0.754 | 2.284 | 71.308 | ||||||
11 | 0.710 | 2.150 | 73.458 | ||||||
12 | 0.689 | 2.088 | 75.546 | ||||||
13 | 0.639 | 1.937 | 77.483 | ||||||
14 | 0.613 | 1.859 | 79.342 | ||||||
15 | 0.577 | 1.749 | 81.091 | ||||||
16 | 0.546 | 1.656 | 82.746 | ||||||
17 | 0.501 | 1.518 | 84.265 | ||||||
18 | 0.466 | 1.412 | 85.677 | ||||||
19 | 0.457 | 1.385 | 87.062 | ||||||
20 | 0.442 | 1.340 | 88.402 | ||||||
21 | 0.416 | 1.262 | 89.664 | ||||||
22 | 0.399 | 1.210 | 90.874 | ||||||
23 | 0.390 | 1.180 | 92.054 | ||||||
24 | 0.348 | 1.053 | 93.107 | ||||||
25 | 0.329 | 0.997 | 94.104 | ||||||
26 | 0.307 | 0.929 | 95.033 | ||||||
27 | 0.282 | 0.853 | 95.886 | ||||||
28 | 0.278 | 0.842 | 96.728 | ||||||
29 | 0.258 | 0.782 | 97.509 | ||||||
30 | 0.235 | 0.711 | 98.221 | ||||||
31 | 0.229 | 0.694 | 98.915 | ||||||
32 | 0.211 | 0.640 | 99.555 | ||||||
33 | 0.147 | 0.445 | 100.000 |
Rotated Component Matrix 2 | ||||||
---|---|---|---|---|---|---|
Component | ||||||
1 | 2 | 3 | 4 | 5 | 6 | |
Item 4 | 0.730 | |||||
Item 22 | 0.702 | |||||
Item 12 | 0.690 | 0.305 | ||||
Item 18 | 0.685 | 0.311 | ||||
Item 28 | 0.680 | |||||
Item 6 | 0.663 | |||||
Item 10 | 0.611 | 0.309 | ||||
Item 19 | 0.604 | 0.333 | ||||
Item 17 | 0.593 | |||||
Item 20 | 0.545 | |||||
Item 14 | 0.535 | 0.440 | ||||
Item 24 | 0.529 | 0.369 | ||||
Item 23 | 0.528 | 0.385 | ||||
Item 33 | 0.727 | |||||
Item 25 | 0.722 | |||||
Item 21 | 0.355 | 0.711 | ||||
Item 27 | 0.491 | 0.616 | ||||
Item 2 | 0.571 | |||||
Item 31 | 0.551 | |||||
Item 32 | 0.313 | 0.501 | 0.316 | 0.357 | ||
Item 1 | 0.690 | |||||
Item 29 | 0.640 | |||||
Item 30 | 0.320 | 0.616 | 0.311 | |||
Item 26 | 0.391 | 0.508 | ||||
Item 13 | 0.866 | |||||
Item 5 | 0.314 | 0.784 | ||||
Item 8 | 0.416 | 0.610 | ||||
Item 9 | 0.704 | |||||
Item 16 | 0.633 | |||||
Item 11 | 0.443 | 0.463 | ||||
Item 15 | 0.664 | |||||
Item 3 | 0.348 | 0.573 | ||||
Item 7 | 0.349 | 0.526 |
© 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Martín-del-Pozo, M.; García-Valcárcel Muñoz-Repiso, A.; Hernández Martín, A. Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games. Informatics 2019, 6, 30. https://doi.org/10.3390/informatics6030030
Martín-del-Pozo M, García-Valcárcel Muñoz-Repiso A, Hernández Martín A. Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games. Informatics. 2019; 6(3):30. https://doi.org/10.3390/informatics6030030
Chicago/Turabian StyleMartín-del-Pozo, Marta, Ana García-Valcárcel Muñoz-Repiso, and Azucena Hernández Martín. 2019. "Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games" Informatics 6, no. 3: 30. https://doi.org/10.3390/informatics6030030
APA StyleMartín-del-Pozo, M., García-Valcárcel Muñoz-Repiso, A., & Hernández Martín, A. (2019). Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games. Informatics, 6(3), 30. https://doi.org/10.3390/informatics6030030