How to Evaluate the English Learning Experience Based on Serious Games: Psychometric Properties of the Game Experience Questionnaire in Ecuador

Abstract

The use of serious games for learning is increasingly common in academic contexts. The Game Experience Questionnaire (GEQ) is a widely used instrument to evaluate the psychological implications of games; However, no Spanish version is available. The aim of this study was to adapt and validate the English version of the Game Experience Questionnaire (GEQ) into Spanish. Factor structure and reliability of this tool with college students in Ecuador were examined. Analyses were conducted based on a sample of 71 students aged 18-24 years (M = 19.62; SD = 1.67; 68% were females) who were exposed to a methodology based on serious games and gamification for learning English during 2017-18. We conducted confirmatory factor analyses (CFA) using R Package for Structural Equation Modeling version 5-12 and Cronbach alpha was calculated. This study confirmed the seven-factor structure of GEQ and an adequate reliability for each subscale: “competence” (5 items; α = .80), “sensory and imaginative immersion” (6 items; α = .86), “flow” (5 items; α = .77), “tension/annoyance” (3 items; α = .85), “challenge” (5 items; α = .63), “negative affect” (4 items; α = .86), and “positive affect” (5 items; α = .90). Reliability of the GEQ was excellent (α = .84). The Spanish version of the GEQ seems to be a valid and reliable tool for assessing relevant dimensions of game experience in college students in Ecuador. Future research involving a larger sample is needed to consolidate these preliminary results and examine temporal stability of the GEQ.

Details

Presentation Type

Poster/Exhibit Session

Theme

Technologies in Knowledge Sharing

KEYWORDS

English, Learning, Serious Game, Game Experience, Psychometric Properties, GEQ, Ecuador

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