Currently, due to the COVID-19 pandemic, serious games are an excellent learning resource with benefits for students to learn in a fun way. We present a set of data related to the literature review on
Data was gathered using a qualitative case-study design with semi-structured interviews and document analysis in conjunction with the student engagement theory of Alexander Astin. A thematic data anal
General description: The data are gathered during an evaluation of the first version of the game Space Modules Incorporated within the RAGE project. This evaluation investigated the quality of th
Learning-adjusted years of school are calculated by multiplying the estimates of expected years of school by the ratio of most recent harmonized test scores to 625.