Questionnaire on the use of Gamification in Education
Year: 2025
Type: dataset
Abstract: 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.
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: green
OpenAlex ID: W7117136117
