DMU Figshare + UCL Research Data Repository2026 · dataset · unknown
Serious games in teaching computer programming: usage and evaluationSeveral problems occur in higher education computing schools, such as the high attrition and failure rates and the difficulties in teaching computer programming modules. Numerous solutions were proposed to minimise and/or overcome these problems. Yet, the problems weren’t solved. The focus was on the programming module as it was the module that contributed the most towards attrition and had the lo
DataSuds2026 · dataset · unknown
Textual data generated through a participatory process with mangrove swamp rice farmers for the Djugu di Bolanha serious game in Guinea-BissauThis dataset comprises textual data collected during field missions conducted between June 2023 and August 2024 in Guinea-Bissau (Cacheu, Oio, and Tombali), involving small-scale mangrove swamp rice farmers. Mission 1: 15/06/2023 – 27/09/2023 Mission 2: 29/11/2023 – 14/03/2024 Mission 3: 17/06/2024 – 05/08/2024 This work was carried out within the framework of the MALMON Project (FOOD/2019/412-700
REDU - Unicamp Institutional Research Data Repository2026 · dataset · unknown
Supporting data for: managing pedagogical and technical variability in virtual reality serious games using software product lines approachThis document provides complementary information supporting the LLM-based architectural assessment of FORGE-VR.
REDU - Unicamp Institutional Research Data Repository2026 · dataset · unknown
Gamified XR simulations for architectural cultural heritage education - SLR datasetThe research: Gamified XR Simulations for Architectural Cultural Heritage Education – A Systematic Literature Review A - What the Study Is About This study presents a Systematic Literature Review (SLR) examining how gamification combined with Extended Reality (XR) technologies (Virtual Reality, Augmented Reality, and Mixed Reality) has been applied in Architectural Cultural Heritage (ACH) educatio
e-cienciaDatos2025 · dataset · unknown
Dataset of Rational Mind: a serious videogame for cognitive restructuringThis dataset contains responses collected during a pilot study evaluating the effectiveness of Rational Mind, a serious videogame designed for cognitive restructuring, compared to self-monitoring in reducing automatic thoughts. The data include participants’ answers to two validated instruments: the Automatic Thoughts Inventory (ATI), which measures the frequency of negative automatic thoughts, an
e-cienciaDatos2025 · dataset · unknown
Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education StudentsEducational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in which several student groups compete to finish the
e-cienciaDatos2025 · dataset · unknown
Creation and Evaluation of an AI Assistant (GPT) for Educational Experience DesignThis dataset corresponds to the article titled 'Creation and Evaluation of an AI Assistant (GPT) for Educational Experience Design' In this work, an assistant created through ChatGPT was validated by designing various scenarios and tests for each of them. This dataset includes the conversations with the AI Assistant for each of the tests. The emergence of Generative Artificial Intelligence has rev
e-cienciaDatos2024 · dataset · unknown
Supplementary material for the article "Comparing effectiveness of educational video games of different genres in computer science education"This dataset contains the data related to the article "Comparing effectiveness of educational video games of different genres in computer science education" with DOI 10.1016/j.entcom.2023.100588. This dataset contains data of 45 computer science students. The first tab of the file contains pre-test and post-test scores, whereas the second tab of the file contains the results of a questionnaire wit
e-cienciaDatos2024 · dataset · unknown
Supplementary material for the article "A Comparison of the Usefulness of Game-Based Learning and Video-Based Learning for Teaching Software Engineering in Online Environments"This dataset contains the data related to the article "A Comparison of the Usefulness of Game-Based Learning and Video-Based Learning for Teaching Software Engineering in Online Environments" with DOI 10.1109/FIE58773.2023.10343449. This dataset contains data of 193 software engineering students: 45 in the control group and 148 in the experimental group. Both groups took a lesson about software de
e-cienciaDatos2024 · dataset · unknown
Supplementary material for the article "Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum"This dataset contains the data related to the article "Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum" with DOI 10.3390/app14020830. This dataset contains data of 59 software engineering students, 22 of which belonged to group A while the other 37 were part of group B. The students in group A played a virtual reality serious game
IISH Dataverse2023 · dataset · unknown
hoMEcare aRm rehabiLItatioN (MERLIN): Telerehabilitation using an unactuated device based on serious games improves the upper limb function in chronic strokeBackground: HoMEcare aRm rehabiLItatioN (MERLIN) is an unactuated version of the robotic device ArmAssist combined with a telecare platform. Stroke patients are able to train the upper limb function using serious games at home. The aim of this study is to investigate the effect of MERLIN training on the upper limb function of patients with unilateral upper limb paresis in the chronic phase of stro
REDU - Unicamp Institutional Research Data Repository2022 · dataset · unknown
ORUN-VR: a VR serious game on the projectile kinematics: design, evaluation, and learning outcomesRaw data used in the work "ORUN-VR: a VR serious game on the projectile kinematics: Design, Evaluation, and Learning outcomes" from Jhasmani T. Cruz, Vitor R. Coluci, and Regina Moraes, School of Technology - Unicamp
DANS Data Station Social Sciences and Humanities + ODISSEI Portal2015 · dataset · unknown
Comparison of two models for serious games analysisIn this study, we investigated users' perception of the usability and usefulness of two models for educational serious games analysis: Activity Theory-based Model of Serious Games (ATMSG) and Learning Mechanics–Game Mechanics (LM–GM). The goal was to obtain early user feedback on ATMSG in order to address issues, particularly on usability, before proceeding with more extensive user testing. The ar