Improving Motivation in Future Teachers: Flipped Classroom and Gamification Using Digital
by Borras-Gene, Oriol / e-cienciaDatos Harvested Dataverse·Updated 8mo ago
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Description
Borras-Gene, Oriol's dataset contains research outcomes from a study on integrating flipped classroom and gamification via digital badges in teacher training. The data likely includes final evaluation scores, video-watching activity, completed tasks, and final test results for 63 first-year Early Childhood Education students at Universidad Rey Juan Carlos. The dataset was last updated on October 21, 2025.
Use Cases
Analyze correlations between video-watching activity and final grades based on H5P activity data mentioned in the description.
Model student engagement patterns based on metrics for completed tasks and test scores.
Evaluate the effectiveness of digital badges as a gamification element on motivation based on survey responses referenced in the description.
Compare performance outcomes between traditional and flipped classroom methods based on the study's quantitative research approach.
Strengths
Data is derived from a controlled study with a defined sample of 63 university students.
Includes multiple performance metrics: final scores, task completion, video activity, and detailed test results.
Focuses on an underexplored application in teacher training programs, as noted in the description.
Limitations
Row count is unknown, which may limit suitability assessment.
Column-level documentation is absent; field semantics must be inferred after download.
Data may reflect bias inherent to a single university and a specific bachelor's degree program.