An examination of the psychometric properties of the Gameful Experience Questionnaire (GAMEFULQUEST) in an online training environment

Date
2022-04
Journal Title
Journal ISSN
Volume Title
Publisher
Stellenbosch : Stellenbosch University
Abstract
ENGLISH SUMMARY: The South African corporate environment has experienced a significant digital, social, and economic upheaval provoked by the Covid-19 pandemic. Organizations have transformed and digitalized their practices and procedures overnight and adapted their skills and knowledge to function remotely. Some businesses have adapted the training and development of their staff and sought new approaches such as gamified learning technologies to create a more fun, inclusive, and meaningful experience. Measures are required to assess the gameful experience of employees to continuously enable a rich gamified training experience. The GAMEFULQUEST instrument by Högberg et al. (2019) originally designed to measure the gameful experience in a service environment, is recommended. In this study the instrument was subjected to a validation procedure to test its psychometric properties with a view of determining its suitability for a corporate training environment when administered to a South African sample. For this study the research design followed a quantitative research analysis, and a cross-sectional research design was used. The respondents were sourced from a diversified sample group located within SPAR retail company and distributed to these employees nation-wide, utilizing a non-probability convenience sampling. The validation procedure included an examination of construct validity, reliability (i.e. alpha and omega), convergent validity, discriminant validity and predictive validity. Structural Equation Modelling, Confirmatory Factor Analysis, and reliability techniques were applied to the GAMEFULQUEST measure in order to test the validities of the measure. The statistical analyses of the instrument found support for validity and reliability of the measure in the chosen sample. In addition, evidence of a predictive relationship between gameful experience and self-directed learning was found. The GAMEFULQUEST instrument can potentially be utilized as a feedback measure. This is achieved through identifying dimensions of a gameful experience that are deemed ineffective in gamified training platforms, which would be subject improvement to ensure a quality learning experience. Additionally, the measure can assist HR practitioners to improve an organization’s online training environment, by further creating a competitive advantage amongst industries that adopt gamification as a design strategy. Lastly, the study contributes to current literature by providing evidence of the validity and reliability of the GAMEFULQUEST measure in a South African sample.
AFRIKAANSE OPSOMMING: In Suid-Afrika het die korporatiewe omgewing aansienlike digitale, maatskaplike en ekonomiese omwenteling ervaar as gevolg van die Covid-19 pandemie. Organisasies het oornag hulle digitale praktyke en prosedures getransformeer en hulle vaardighede en kennis aangepas om virtueel en oor afstand te funksioneer. Sommige besighede het personeelopleiding en ontwikkeling sodanig aangepas en nuwe benaderings, soos onder andere, speletjie georienteerde ‘gamified1’ leer/studie tegnologie aangewend vir groter ontspanning en betekenisvolle ervarings. Om deurgaans bevredigende ‘gamified’ opleiding te verseker, word metingsinstrumente vir assessering benodig. Die GAMEFULQUEST instrument wat deur Hőgberg et al. (2019) oorspronklik ontwerp is om die ‘gameful’ ervaring in die werk omgewing te meet, word aanbeveel. In die studie was die instrument aan ‘n valideringsprosedure onderwerp om die psigometriese eienskappe te toets met die oog op bepaling van die toets se bruikbaarheid vir ‘n korporatiewe opeleidingsomgewing wanneer dit aangewend word in ‘n Suid-Afrikaanse steekproef. Vir die doeleindes van hierdie studie, was beide kwantitatiewe navorsingsontleding en dwarssnit navorsingsontwerp gebruik. Die respondente was gewerf uit ‘n gediversifiseerde personeelgroep van SPAR as kleinhandel maatskappy en nasionaal versprei, en ‘n nie-waarskynlikheid gerieflikheidsteekproefneming was gebruik. Die validerings prosedure het bestaan uit toetsing van konstruk geldigheid, betroubare alfa en omega, konvergente, asook diskriminerende en voorspellende geldigheid. Om geldigheid van die meetinstrument verder te toets, was strukturele vergelykingsmodellering, bevestigende faktoranalise en tegnieke om betroubaarheid te evalueer. Statistiese analise het die geldigheid en betroubaarheid van die meetinstrument tydens die gekose steekproefneming bevestig. Daarbenewens was gevind dat ‘n voorspellingsgeldigheid bestaan tussen die ‘gameful’ ervaring en selfgerigte-leer/studies. Die GAMEFULQUEST meetinstrument beskik oor die potensiaal om as terugvoer-instrument aangewend te word. Dit word bereik deur die identifisering van dimensies van ‘gameful2’ ervaring en oneffektiewe en onderontwikkelde ‘speletjie elemente in ‘gamified’ opleidingsplatforms wat verbetering benodig om leerervarings te verseker. Bykomend kan die meetinstrument Menslike Hulpbronpraktisyns help om virtuele (aanlyn) opeleidingsomgewings te bevorder en sodoende kompeterende voordeel tussen maatskappye te skep wat ‘gamification’ as ontwerpstrategie aanvaar. Laastens het die studie bygedra to die huidige literatuur deurdat bevestiging voorsien word ten opsigte van die geldigheid en betroubaarheid van die GAMEFULQUEST meetinstrument in ‘n Suid-Afrikaanse steekproefneming.
Description
Thesis (MCom)--Stellenbosch University, 2022.
Keywords
Artificial intelligence -- South Africa, Work environment -- Effect of technological innovations on -- South Africa, Employees -- Effect of technological innovations on Technological innovations -- South Africa, Industrial productivity -- Effect of technological innovations on -- South Africa, Industrial relations -- Effect of technological innovations on -- South Africa, UCTD
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