Published December 23, 2025 | Version v1
Dataset Open

Questionnaire on the use of Gamification in Education

Description

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.

Files

Questionnaire on the use of gamification in education.csv

Files (5.0 kB)