Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"

This dataset contains the data related to the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial" with DOI 10.1109/TE.2024.3403913. This dataset contains data of 326 software engineering students: 162 in the...

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Bibliographic Details
Authors: Gordillo Méndez, Aldo; López Fernández, Daniel
Format: Dataset
Status:Published version
Publication date:2024
Country:España
Institution:Consorcio Madroño
Repository:e-cienciaDatos, Repositorio de Datos del Consorcio Madroño
OAI Identifier:doi:10.21950/4NXDMH
Online Access:https://doi.org/10.21950/4NXDMH
Access Level:Open access
Keyword:Computer and Information Science
Engineering
Social Sciences
breakout games
computing education
educational escape rooms
educational technology
game-based learning
technology-enhanced learning
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author Gordillo Méndez, Aldo
author2 López Fernández, Daniel
author2_role author
author_browse Gordillo Méndez, Aldo
López Fernández, Daniel
author_facet Gordillo Méndez, Aldo
López Fernández, Daniel
author_role author
collection e-cienciaDatos, Repositorio de Datos del Consorcio Madroño
description This dataset contains the data related to the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial" with DOI 10.1109/TE.2024.3403913. This dataset contains data of 326 software engineering students: 162 in the control group and 164 in the experimental group. The 164 students belonging to the experimental group learned software modeling by playing an educational escape room whereas the 162 students belonging to the control group learned the same subject matter through a traditional lecture. The dataset is provided through an XLSX file with two sheets: 1) ExperimentalGroup. This sheet contains the data related to the experimental group. 2) ControlGroup. This sheet contains the data related to the control group. The dataset contains the following data for each student in the experimental group: * Pre-test and post-test scores (on a scale from 0 to 10). * Learning gains, calculated as the difference between the post-test and the pre-test score. * Results of a perceptions questionnaire with 16 items. Items 1-14 are 5-point Likert items scored from 1 (strongly disagree) to 5 (strongly agree), whereas items 14 and 15 are yes/no questions. The dataset contains the following data for each student in the control group: * Pre-test and post-test scores (on a scale from 0 to 10). * Learning gains, calculated as the difference between the post-test and the pre-test score. All data is anonymized so that the identity of the participants cannot be ascertained. Additional details are provided in the aforementioned article, which can be openly accessed at https://www.doi.org/10.1109/TE.2024.3403913.
eu_rights_str_mv openAccess
format dataset
id ES_2bc84c8a1da44d1aa3b4c292de81a82b
institution Consorcio Madroño
instname_str Consorcio Madroño
network_acronym_str ES
network_name_str España
oai_identifier_str doi:10.21950/4NXDMH
publishDate 2024
publishDateSort 2024
publisher e-cienciaDatos
publisherStr e-cienciaDatos
reponame_str e-cienciaDatos, Repositorio de Datos del Consorcio Madroño
spelling Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial" Gordillo Méndez, Aldo López Fernández, Daniel Computer and Information Science Engineering Social Sciences breakout games computing education educational escape rooms educational technology game-based learning technology-enhanced learning This dataset contains the data related to the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial" with DOI 10.1109/TE.2024.3403913. This dataset contains data of 326 software engineering students: 162 in the control group and 164 in the experimental group. The 164 students belonging to the experimental group learned software modeling by playing an educational escape room whereas the 162 students belonging to the control group learned the same subject matter through a traditional lecture. The dataset is provided through an XLSX file with two sheets: 1) ExperimentalGroup. This sheet contains the data related to the experimental group. 2) ControlGroup. This sheet contains the data related to the control group. The dataset contains the following data for each student in the experimental group: * Pre-test and post-test scores (on a scale from 0 to 10). * Learning gains, calculated as the difference between the post-test and the pre-test score. * Results of a perceptions questionnaire with 16 items. Items 1-14 are 5-point Likert items scored from 1 (strongly disagree) to 5 (strongly agree), whereas items 14 and 15 are yes/no questions. The dataset contains the following data for each student in the control group: * Pre-test and post-test scores (on a scale from 0 to 10). * Learning gains, calculated as the difference between the post-test and the pre-test score. All data is anonymized so that the identity of the participants cannot be ascertained. Additional details are provided in the aforementioned article, which can be openly accessed at https://www.doi.org/10.1109/TE.2024.3403913. e-cienciaDatos https://doi.org/10.21950/4NXDMH
spellingShingle Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"
Gordillo Méndez, Aldo
Computer and Information Science
Engineering
Social Sciences
breakout games
computing education
educational escape rooms
educational technology
game-based learning
technology-enhanced learning
status_str publishedVersion
title Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"
title_full Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"
title_fullStr Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"
title_full_unstemmed Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"
title_short Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"
title_sort Supplementary material for the article "Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial"
topic Computer and Information Science
Engineering
Social Sciences
breakout games
computing education
educational escape rooms
educational technology
game-based learning
technology-enhanced learning
topic_facet Computer and Information Science
Engineering
Social Sciences
breakout games
computing education
educational escape rooms
educational technology
game-based learning
technology-enhanced learning
url https://doi.org/10.21950/4NXDMH