Self-Efficacy in Technology and Science (SETS)

Self-Efficacy in Technology and Science (SETS)


The Self-Efficacy in Technology and Science (SETS) is a specific measure of self-efficacy in science inquiry and technology for middle school students. The SETS consists of six independent sections on self-efficacy in science inquiry and technology (science inquiry, using the Internet to find information, general computer usage, synchronous chat use, videogaming and computer gaming). 

The linked and attached paper provides the instrument and instrument documentation for the SETS. Diane Ketelhut's chapter regarding the SETS begins on page 14. 

Authors provide instrument validity and/or reliability information.


STELAR is not the author of these materials and cannot provide information on validity or permission for use. Permissions must be requested through the publisher or authors listed below.



File Attachments: 

Target Gradespan(s): 

Feedback on this instrument from projects that have used it

July 13, 2015 - 7:54pm

Q:  In what context did you use this instrument (setting, population, project name)?

Response: Students completed this pre-post survey to help us understand how they felt about using video games and computer games.

Q: Did you run into any limitations with this instrument? (Y/N)  If yes, please explain.

Response: No.

Q: Did this provide you with relevant information to address your research questions? (Y/N)  If yes, what question did this answer?

Response: Students had significant gains if they engaged in both robotics and gaming during the pilot study. We need to test this for each variable in Year 2.

Project Name: 

Visualization Basics: Using Gaming to Improve Computational Thinking (UGame-ICompute)