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...
Main Authors: | , , |
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Format: | Article |
Language: | English |
Published: |
Elsevier
2017-04-01
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Series: | Data in Brief |
Subjects: | |
Online Access: | http://www.sciencedirect.com/science/article/pii/S2352340917300173 |