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Updated: Mar 7, 2026

Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational
Luis de-Marcos1, Eva García-López1, Antonio García-Cabot1
1Universidad de Alcalá, Dpto. Ciencias de la Computación, Edificio Politécnico, Campus Universitario. Ctra., Barcelona km 33.7. Alcalá de Henares, Madrid, Spain.
Abstract:
This paper reports data about the learning performance of students using four different motivational tools: an educational game, a gamified plugin, a social networking website and a gamified social networking website. It also reports a control group. The data pertain to 379 students of an undergraduate course that covers basic Information and Communication Technology (ICT) skills in Spain. Data corresponds to different learning modules of the European Computer Driving License (ECDL) initiative. The data include variables of four pre-test scores, four post-test scores and a final examination. It was gathered using a quasi-experimental research design during 2014. Data reported here refers to the research paper in (de-Marcos et al., 2016) [1].
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