59 software engineering students participated in a study comparing two methods for learning Scrum. The dataset contains pre-test and post-test scores, learning performance, age, gender, and results from an 18-item perceptions questionnaire for each student. This data supports the article 'Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum' published in 2024.
Use Cases
- Compare learning effectiveness between VR serious games and LEGO Serious Play based on pre-test and post-test scores.
- Analyze student perceptions of different teaching methods using the 18-item questionnaire results.
- Investigate correlations between demographic factors (age, gender) and learning performance (LP) in Scrum training.
- Validate or replicate the study's findings on the comparative effectiveness of immersive and hands-on learning tools.
Strengths
- Data from 59 participants provides a basis for statistical comparison between two intervention groups.
- Includes multiple data points per student: test scores, calculated learning performance, demographics, and detailed questionnaire responses.
- Data is anonymized to protect participant identity, adhering to research ethics standards.
Limitations
- Column-level documentation is absent; field semantics must be inferred after download or by reading the linked article.
- Row count is unknown, which may limit suitability assessment for certain modeling tasks.
- The dataset's comments field is in Spanish, which may require translation for some users.
Provenance
- Source
- Gordillo Méndez, Aldo via e-cienciaDatos Harvested Dataverse
- Collection Method
- Collected from a controlled study with 59 software engineering students split into two intervention groups.
- Time Range
- Likely corresponds to the study period for the article published in 2024.
- Freshness
- Last updated 2025-10-14 21:46:33; freshness should be verified.
- Geography
- null