The dataset is to support a PhD thesis. This thesis aims to explore the implementation and effects of personalized gamification on student engagement. This thesis includes five empirical studies, Stud
In this feasibility study with a mixed methods, quasi-experimental design with a pre-test and post-test, we aimed to learn from an online game-based SEL intervention for vocational education students
DANS Data Station Social Sciences and Humanities2023-01-01 更新40
This data set consists of records of survey conducted for identifying the need for gamification in comparison to our present education system. Gamification is a vast concept of changing the non-gaming