Tobacco Prevention and Cessation, cilt.10, 2024 (ESCI)
Background New technological developments have facilitated the development of innovative methods to eradicate nicotine addiction. One of these methods is gamification. Gamification is defined as the use of game design in conjunction with learning activities and non-game situations. The Pick Klop game is a board game that contains gamification concepts that were developed in order to reduce/end smoking behavior. Objective The purpose of this study is to determine the validity of the Pick Klop game within a Turkish context and adapt it to Turkish society. Materials and Methods This study used a 5-stage methodological approach that included an initial translation, an evaluation of this translation, a back translation, an evaluation of the back translation, and an expert’s opinion. For the content validity step, the Scope Validity Rate (SVR) and Scope Validity Index (SVI) were calculated. Due to the lack of a scale study, reliability studies could not be conducted. The content validity and expert opinions of the PickKlop game were completed by nine (9) experts, five breast physicians, a public health nurse, a child health and illness nurse, a French language and literature specialist, and an education science specialist. Results The Scope Validity Rate (SVR) of the 357 playing cards was evaluated by nine experts, charged with ensuring the validity of the study was 0.77, and the Scope Validity Index (SVI) value was 0.99. Conclusion Teaching environments require changes due to innovative approaches and developing technology. One of the necessary changes is smoking cessation education. We believe that educational environments blended with game and gamification approaches will increase learning activities by participating and creating a fun environment.