A quasi-experiment by Bo Yuan measuring Chinese English as a Foreign Language learners' engagement across cognitive, emotional, and behavioral dimensions. The dataset likely contains pretest, posttest, and delayed posttest scores after exposure to single or multiple gamification elements. It is a small dataset of 7.3 KB, last updated on 2026-05-26.
Use Cases
- Analyzing the effect of multiple versus single gamification elements on learner engagement.
- Comparing changes in cognitive, emotional, and behavioral engagement scores over time.
- Modeling relationships between gamification type and vocabulary learning outcomes.
Strengths
- Data is structured from a quasi-experiment with pretest, posttest, and delayed posttest design.
- The dataset is openly licensed under CC-BY-4.0.
- The 7.3 KB size indicates a focused, manageable dataset for initial analysis.
Limitations
- Row count is unknown, which may limit suitability assessment.
- Column-level documentation is absent; field semantics must be inferred after download.
- The dataset's small size suggests limited scope and sample size.
Provenance
- Source
- figshare
- Collection Method
- Quasi-experiment with pretest, posttest, and delayed posttest.
- Freshness
- Last updated 2026-05-26 04:00:16; freshness should be verified.
- Geography
- Likely involves Chinese EFL learners.