Abstract
Although a number of researchers consider serious games as effective teaching/learning tools, the literature is fragmented when it comes to the factors that shape the users’ experience and views. We are currently lacking a comprehensive tool that simultaneously examines their effectiveness while contrasting user views. The study is an attempt to fill this gap. It reports the development and validation of a scale which initially included seventy-two items belonging to thirteen factors. A total of 542 university students played two serious games and the aforementioned questionnaire was administered to them. The exploratory and confirmatory factor analysis revealed that twelve factors and fifty-three items should be retained. The final version of the Serious Games Evaluation Scale demonstrated satisfactory reliability and validity. The factorial structure of the questionnaire and its implications for research and practice are also discussed.
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