Dataset of Students for Learning Analytics with Gamification

Digital technologies for storing, processing, and extracting knowledge from data have significantly influenced educational institutions, leading to the adoption, evaluation, and adaptation of new learning models. This data descriptor presents a dataset collected from junior high school students during Computer Science lessons focused on creating geometric constructions using the Scratch visual programming environment. The dataset includes 56 recorded student files consisting mainly of student feedback collected after using gamification through digital quizzes for evaluation and self-assessment, addressing psychological aspects, motivation, participation, and collaboration. The dataset presents a balanced distribution in terms of respondent characteristics and will be of interest to researchers involved in the application of gamification elements in the learning process, researchers studying comprehensive education programs, and teachers interested in innovative teaching practices in their subjects.

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Journal
Data
Published
2026-02-25
DOI
https://doi.org/10.3390/data11030044
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Dataset of Students for Learning Analytics with Gamification

Fotios Bosmos, Niki Eleni Ntagka, Nikolaos Giannakeas, Elissavet G. Kosta
Data
Educational Games and Gamification
article

Dataset of Students for Learning Analytics with Gamification

Fotios Bosmos, Niki Eleni Ntagka, Nikolaos Giannakeas, Elissavet G. Kosta
article en

Abstract

Digital technologies for storing, processing, and extracting knowledge from data have significantly influenced educational institutions, leading to the adoption, evaluation, and adaptation of new learning models. This data descriptor presents a dataset collected from junior high school students during Computer Science lessons focused on creating geometric constructions using the Scratch visual programming environment. The dataset includes 56 recorded student files consisting mainly of student feedback collected after using gamification through digital quizzes for evaluation and self-assessment, addressing psychological aspects, motivation, participation, and collaboration. The dataset presents a balanced distribution in terms of respondent characteristics and will be of interest to researchers involved in the application of gamification elements in the learning process, researchers studying comprehensive education programs, and teachers interested in innovative teaching practices in their subjects.

DataVol. 11(3)
University of Ioannina (GR)
Quality Education
Openalex Percentile: Top 46%
Educational Games and Gamification
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