Students' motivation is a fundamental factor in the educational process, and can be facilitated through new methodologies and technologies, including gamification, video games, collaborative learning, or, in particular, the methodology called "collaborative learning with video games" (which is presented and can be understood as the implementation of educational activities in which students have to work together to achieve a goal, and the main resource of the activity is a video game). However, if teachers themselves are not motivated, or if they lack a positive attitude towards implementing these new methodologies, it will be difficult for students to feel motivated when approaching said resources. Therefore, it is important to know what teachers' attitudes towards them are. The aim of this research is the creation of an attitudes scale towards collaborative learning with video games, aimed at in-service primary school teachers. Different methodological steps were followed that made its construction possible, such as the analysis of items and the verification of their reliability, resulting in a rigorous attitudes scale of 33 items, with a reliability of α = 0.947. This implies that the measurement instrument is validated and allows one to know the attitudes of in-service primary school teachers towards a new methodology related to the implementation of video games in education.Informatics 2019, 6, 30 2 of 13 learning gains and teachers' attitudes. A description of the study is presented in the following sections, including the methodology used and the results related to the creation of the instrument. Finally, the conclusions are addressed.
Theoretical FrameworkStudent motivation is a key factor for their learning, as indicated by various studies [4][5][6]. In fact, the implementation of gamification and video games in education has improved motivation for primary education students [7][8][9], secondary education students [10-12] and even higher education students [13][14][15][16]. In the same way, the implementation of collaborative learning methodologies has also contributed to students' motivation [6,17,18].Furthermore, gamification and video games in education also enable learning gains for students in terms of knowledge, skills and attitudes, for different education system stages, including primary education [19][20][21], secondary education [22][23][24] and higher education [16,25,26]. At the same time, the implementation of collaborative learning methodologies also contributes to student learning [17,[27][28][29].This motivated us to create a methodology called "collaborative learning with video games", which brings together, in a single methodology, the advantages and criteria of implementing video games and collaborative learning in education. In that sense, it can be understood as the implementation of educational activities in which students have to work together, sharing responsibilities to achieve a goal (for instance, to do a task, to do a project, to complete a chart, to create a digital presentat...