SAGES: Analysis System for Gamification in Higher Education
DOI:
https://doi.org/10.31637/epsir-2026-2472Palabras clave:
learning perceptions, educational gamification, Serious Games, psychometric validation, higher education, business sciences, meaningful learning, instrument developmentResumen
Introduction: Bibliometric evidence indicates that educational gamification lacks validated instruments that evaluate meaningful learning perceptions in higher education contexts where Serious Games are applied. The objective of this research exercise is to develop a psychometric instrument to evaluate student perceptions about meaningful learning in gamified educational experiences. Methodology: SAGES is the result of a psychometric validation process with 214 university students in business sciences with experience in gamified activities. Exploratory and confirmatory factor analysis was applied following COSMIN standards. Results: The CFA demonstrated quality and purpose-appropriate fit: χ² (44) = 87.225; CFI = 0.974; TLI = 0.961; RMSEA = 0.068. The final 12-item instrument showed high reliability (ω = 0.944). Discussion: SAGES constitutes a psychometrically validated tool to evaluate student perceptions about the effectiveness of Serious Games in generating meaningful learning experiences, providing a useful instrument for researchers and educators. Conclusions: The results confirm the stated hypothesis: meaningful learning in Serious Games contexts responds to a multifactorial structure composed of andragogical elements (Collaboration and Autonomy), technological design (Practicality), and diversity and inclusion.
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