{"title":"印美大学数字文化课程中基于视频游戏的评估数据集。","authors":"Miguel Cobos","doi":"10.1016/j.dib.2024.111217","DOIUrl":null,"url":null,"abstract":"<div><div>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 <span><span>ClassTools.net</span><svg><path></path></svg></span> 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.</div></div>","PeriodicalId":10973,"journal":{"name":"Data in Brief","volume":"58 ","pages":"Article 111217"},"PeriodicalIF":1.0000,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11719281/pdf/","citationCount":"0","resultStr":"{\"title\":\"Dataset of video game-based assessments in digital culture courses at Indoamerica University\",\"authors\":\"Miguel Cobos\",\"doi\":\"10.1016/j.dib.2024.111217\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>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 <span><span>ClassTools.net</span><svg><path></path></svg></span> 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.</div></div>\",\"PeriodicalId\":10973,\"journal\":{\"name\":\"Data in Brief\",\"volume\":\"58 \",\"pages\":\"Article 111217\"},\"PeriodicalIF\":1.0000,\"publicationDate\":\"2025-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11719281/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Data in Brief\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S235234092401179X\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"MULTIDISCIPLINARY SCIENCES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Data in Brief","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S235234092401179X","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"MULTIDISCIPLINARY SCIENCES","Score":null,"Total":0}
Dataset of video game-based assessments in digital culture courses at Indoamerica University
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.
期刊介绍:
Data in Brief provides a way for researchers to easily share and reuse each other''s datasets by publishing data articles that: -Thoroughly describe your data, facilitating reproducibility. -Make your data, which is often buried in supplementary material, easier to find. -Increase traffic towards associated research articles and data, leading to more citations. -Open up doors for new collaborations. Because you never know what data will be useful to someone else, Data in Brief welcomes submissions that describe data from all research areas.