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Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
This paper reports data about the learning performance of students using four different motivational tools: an educational game, a gamified plugin, a social networking website and a gamified social networking website. It also reports a control group. The data pertain to 379 students of an undergradu...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5310199/ https://www.ncbi.nlm.nih.gov/pubmed/28224133 http://dx.doi.org/10.1016/j.dib.2017.01.017 |