Questionnaire on the use of Gamification in Education
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This dataset presents feedback collected after the use of a Kahoot digital quiz for assessment and self-assessment of 56 junior high school students in a Computer Science lesson on geometric constructions in Scratch. The quiz included gamification elements such as rewards, feedback, completion time and a final ranking. Students evaluated their experience through a 12-question questionnaire which included Likert-scale and closed-ended responses. All data are fully anonymized and contain no personally identifiable information.
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Zenodo创建时间:
2025-12-23



