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60 students in Peshawar, Pakistan participated in an experimental study comparing a serious board game to traditional lectures for disaster risk education. Resilience scores for the game group showed a significant improvement from 18.6 to 31.5, while the lecture group improved moderately from 20.17 to 24.47. The dataset, authored by Mushtaq Ahmad Jan and shared under CC-BY-4.0, contains the results of this 2026 study analyzing the efficacy of gamification.
Primary data file is a DOCX (56.4 KB), which may require conversion for analysis; data tables are embedded within a research document.