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印美大学数字文化课程中基于电子游戏评估的数据集。

Dataset of video game-based assessments in digital culture courses at Indoamerica University.

作者信息

Cobos Miguel

机构信息

Facultad de Educación, Universidad Indoamérica, Quito, Ecuador.

出版信息

Data Brief. 2024 Dec 9;58:111217. doi: 10.1016/j.dib.2024.111217. eCollection 2025 Feb.

DOI:10.1016/j.dib.2024.111217
PMID:39802839
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11719281/
Abstract

This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. The data were collected using an adapted version of Pacman through the ClassTools.net platform, where traditional quiz questions were integrated into gameplay mechanics. The dataset comprises 1418 assessment attempts from students in Law, Medicine, Psychology, Clinical Psychology, Architecture, and Nursing programs, documenting their performance in digital culture and computing courses. Each record includes attempt number, timestamp, student identifier, gender, academic period, section, career program, and score achieved. The dataset enables analysis of student performance patterns, learning progression through multiple attempts, and comparative studies across different academic programs and periods. This information can support research in educational gamification, assessment design, and digital learning strategies in higher education.

摘要

该数据集包含2022年10月至2024年8月期间,对印美大学六个不同学术项目的一年级大学生进行的基于视频游戏的评估的结果。数据是通过ClassTools.net平台使用改编版的《吃豆人》收集的,在该平台上,传统的测验问题被融入到游戏机制中。该数据集包括来自法律、医学、心理学、临床心理学、建筑学和护理学专业学生的1418次评估尝试,记录了他们在数字文化和计算机课程中的表现。每条记录包括尝试次数、时间戳、学生标识符、性别、学术阶段、课程组、职业项目和获得的分数。该数据集有助于分析学生的成绩模式、多次尝试后的学习进展,以及不同学术项目和时期之间的比较研究。这些信息可以支持高等教育中教育游戏化、评估设计和数字学习策略的研究。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/0c4784852fc9/gr7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/22553fb86be7/gr1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/de7f556d485f/gr2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/6657e3c60264/gr3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/16443532f23c/gr4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/f7c5b81c1e32/gr5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/80ccf9379f15/gr6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/0c4784852fc9/gr7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/22553fb86be7/gr1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/de7f556d485f/gr2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/6657e3c60264/gr3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/16443532f23c/gr4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/f7c5b81c1e32/gr5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/80ccf9379f15/gr6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2d29/11719281/0c4784852fc9/gr7.jpg

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本文引用的文献

1
Enhancing ESG learning outcomes through gamification: An experimental study.通过游戏化增强 ESG 学习成果:一项实验研究。
PLoS One. 2024 May 15;19(5):e0303259. doi: 10.1371/journal.pone.0303259. eCollection 2024.
2
Validation of educational assessments: a primer for simulation and beyond.教育评估的验证:模拟及其他领域的入门指南。
Adv Simul (Lond). 2016 Dec 7;1:31. doi: 10.1186/s41077-016-0033-y. eCollection 2016.