THE VALIDATION OF GAMIFICATION BASED MODULE (Bio-GamyX) FOR TEACHING AND LEARNING BIOLOGY
Author(s) -
Nur Izwani Mohd Shapri,
Che Nidzam Che Ahmad
Publication year - 2020
Publication title -
international journal of education psychology and counseling
Language(s) - English
Resource type - Journals
ISSN - 0128-164X
DOI - 10.35631/ijepc.535003
Subject(s) - content validity , process (computing) , modular design , computer science , reliability (semiconductor) , value (mathematics) , mathematics education , psychology , clinical psychology , psychometrics , power (physics) , physics , quantum mechanics , machine learning , operating system
This study aims to obtain the value of content validity for the Bio-GamyX module draft. This module was developed based on the use of gamification elements in teaching and learning Biology specifically for topic Chemical Composition of the Cell. Gamification elements such as points, badges, leader board, levels/stages, storyline, and time restriction have been integrated into this module to engage students in teaching and learning, thus, making learning fun. As to validate this module draft, the process comprises of two main validation steps, namely 1. module content validation and 2. module activities validation. This study involves nine subject matters experts consist of academicians and practitioners in modular instruction, teaching and learning Biology, and gamification area. Before the validation process takes place, the Bio-GamyX module draft was developed after going through the process of literature review and need analysis. The module draft consists of eight sessions and eight activities. The results indicate that the Bio-GamyX module gained a high content validity value (84%) and a high validity of sessions and activities (88%) which is above the threshold value of 70% as advocates by Tuckman and Waheed, (1981). The implication of this study shows that the Bio-GamyX module has high content validity before it can be tested for its reliability in a pilot study.
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