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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...

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Detalles Bibliográficos
Autores principales: de-Marcos, Luis, García-López, Eva, García-Cabot, Antonio
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2017
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
Descripción
Sumario: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 undergraduate course that covers basic Information and Communication Technology (ICT) skills in Spain. Data corresponds to different learning modules of the European Computer Driving License (ECDL) initiative. The data include variables of four pre-test scores, four post-test scores and a final examination. It was gathered using a quasi-experimental research design during 2014. Data reported here refers to the research paper in (de-Marcos et al., 2016) [1].