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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
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author de-Marcos, Luis
García-López, Eva
García-Cabot, Antonio
author_facet de-Marcos, Luis
García-López, Eva
García-Cabot, Antonio
author_sort de-Marcos, Luis
collection PubMed
description 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].
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spelling pubmed-53101992017-02-21 Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking() de-Marcos, Luis García-López, Eva García-Cabot, Antonio Data Brief Data Article 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]. Elsevier 2017-02-03 /pmc/articles/PMC5310199/ /pubmed/28224133 http://dx.doi.org/10.1016/j.dib.2017.01.017 Text en © 2017 The Authors http://creativecommons.org/licenses/by/4.0/ This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Data Article
de-Marcos, Luis
García-López, Eva
García-Cabot, Antonio
Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
title Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
title_full Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
title_fullStr Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
title_full_unstemmed Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
title_short Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
title_sort dataset on the learning performance of ecdl digital skills of undergraduate students for comparing educational gaming, gamification and social networking()
topic Data Article
url 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
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