Game-Based Learning for Sustainable Accounting Knowledge: An Econometric Study of Bachelor-Level Students
收藏NIAID Data Ecosystem2026-05-10 收录
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https://doi.org/10.7910/DVN/YCF09G
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资源简介:
Title of the dataset: Game-Based Learning for Sustainable Accounting Knowledge: Survey and Econometric Data of Bachelor-Level Students Description: This dataset contains survey responses and derived variables from 200 bachelor-level accounting students. It investigates the impact of game-based learning (GBL) on sustainable accounting knowledge, comparing digital games and business simulations as pedagogical tools. The dataset includes demographic variables, exposure to game-based learning, digital game ratings, business simulation ratings, and sustainable knowledge acquisition (SKA) measures. It is suitable for econometric analysis and educational research. Researchers can use it to replicate the econometric model presented in the study, analyze relationships between GBL exposure and learning outcomes, and explore the effectiveness of different game-based learning tools in accounting education. Variables included: StudentID: Unique identifier for each student Gender: Student gender (Male/Female) YearOfStudy: Academic year (1–3) Age: Student age in years PreviousGPA: GPA prior to study (2.0–4.0) WeeklyStudyHours: Average study hours per week GBL_Exposure: Participation in game-based learning (Yes/No) DigitalGames_Q8–Q10: Ratings (0–10) for digital games engagement and learning BusinessSimulations_Q11–Q13: Ratings (0–10) for business simulation engagement and applied learning SKA_Q14–Q16: Sustainable knowledge acquisition measures (1–5 scale) Notes: Dataset is anonymized; no personal identifiers are included beyond StudentID. Intended for replication of the econometric analysis and educational research on game-based learning in accounting education. Data can be used to explore both motivation and learning outcomes from digital and simulation-based pedagogical tools.
创建时间:
2026-01-07



