Dataset of video game-based assessments in digital culture courses at Universidad Indoamerica. DOI Creative Commons
Miguel Cobos

Data in Brief, Год журнала: 2024, Номер 58, С. 111217 - 111217

Опубликована: Дек. 10, 2024

This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica October 2022 August 2024. The data were collected using an adapted version of Pacman through the ClassTools.net platform, where traditional quiz questions integrated into gameplay mechanics. comprises 1418 assessment attempts in Law, Medicine, Psychology, Clinical Architecture, and Nursing programs, documenting their performance digital culture computing courses. Each record includes attempt number, timestamp, student identifier, gender, period, section, career program, score achieved. enables analysis patterns, learning progression multiple attempts, comparative studies periods. information can support research educational gamification, design, strategies higher education.

Язык: Английский

Integrate Mathematical Understanding to Sustainability Assurance DOI

Q. Howard Zhang,

Mohamad Ikram Zakaria, Norulhuda Ismail

и другие.

IGI Global eBooks, Год журнала: 2025, Номер unknown, С. 277 - 316

Опубликована: Фев. 26, 2025

This chapter explores the integration of mathematical education with Education for Sustainable Development (ESD) to enhance corporate employees' understanding and application Environmental, Social, Governance (ESG) metrics. It highlights how literacy data improve ability analyze ESG data, promoting decision-making transparency report credibility. The study employs a theory-driven analytical framework supported by case studies from companies such as Shell, Walmart, IKEA demonstrate practical impact mathematics in reporting. also examines role modeling, lifecycle assessments carbon footprint calculations, quantifying environmental impacts. By combining theoretical insights real-world applications, it underscores transformative potential targeted advancing sustainability practices.

Язык: Английский

Процитировано

0

Ambientalización y gamificación: desafíos pospandemia en los posgrados docentes DOI Creative Commons
Yiny Paola Cárdenas Rodríguez, Diana Lineth Parga Lozano, José Gutiérrez Pérez

и другие.

Enseñanza de las Ciencias Revista de investigación y experiencias didácticas, Год журнала: 2025, Номер 42(2), С. 41 - 60

Опубликована: Июнь 3, 2025

El artículo aborda la integración de gamificación desde el modelo Octalysis como estrategia ambientalización curricular en formación posgradual profesores ciencias. Intenta responder a los desafíos socioambientales y avances tecnológicos que demanda una educación disruptiva, orientada ciudadana crítica reflexiva. La revisión sistemática literatura evidencia oportunidad pospandemia implementar tendencias educativas innovadoras transciendan modelos tradicionales den mayor peso elementos ecosociales profesorado

Процитировано

0

The small little corner of business ethics and the ethical dissonance of business schools DOI Creative Commons
Tan Seng Teck, Wong Chee Hoo,

Jason See Toh

и другие.

Discover Education, Год журнала: 2025, Номер 4(1)

Опубликована: Июнь 4, 2025

Язык: Английский

Процитировано

0

GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION DOI Creative Commons
Özge Özgen, Banu Demirel

Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, Год журнала: 2024, Номер unknown

Опубликована: Окт. 16, 2024

This study was conducted on gamification, sustainability learning, and business education dimensions. The main objective of this is to synthesize the empirical evidence already available gain a comprehensive understanding how gamification can enhance learning in education. Since integrating these three dimensions new emerging area literature, early work field expected contribute significantly future studies. According content analysis, primary finding analyzed studies that they mainly emphasize cognitive engagement aspect. However, when dimension incorporated into education, games become excessively complex. Moreover, examining outcomes need adequately consider students' emotional states, more attention given behavior change associated with sustainability.

Язык: Английский

Процитировано

0

Dataset of video game-based assessments in digital culture courses at Universidad Indoamerica. DOI Creative Commons
Miguel Cobos

Data in Brief, Год журнала: 2024, Номер 58, С. 111217 - 111217

Опубликована: Дек. 10, 2024

This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica October 2022 August 2024. The data were collected using an adapted version of Pacman through the ClassTools.net platform, where traditional quiz questions integrated into gameplay mechanics. comprises 1418 assessment attempts in Law, Medicine, Psychology, Clinical Architecture, and Nursing programs, documenting their performance digital culture computing courses. Each record includes attempt number, timestamp, student identifier, gender, period, section, career program, score achieved. enables analysis patterns, learning progression multiple attempts, comparative studies periods. information can support research educational gamification, design, strategies higher education.

Язык: Английский

Процитировано

0