Gamification is the application of game- design elements and game principles in non-game contexts. In educational settings, gamification is often implemented as educational activities to solve problems by using characteristics of game elements. Researchers investigating the effects of gamification on learning statistics conducted a study where they split college students in a statistics class into four groups: (1) no reading exercises and no gamification, (2) reading exercises but no gamification, (3) gamification but no reading exercises, and (4) gamification and reading exercises. Students in all groups also attended lectures. Students in the class were from two majors: Electrical and Computer Engineering (n = 279) and Business Administration (n = 86). After their assigned learning experience, each student took a final evaluation comprised of 30 multiple choice question and their score was measured as the number of questions they answered correctly. The researchers considered students’ gender, level of studies (first through fourth year) and academic major. Other variables considered were expertise in the English language and use of personal computers and games, both of which were measured on a scale of 1 (beginner) to 5 (proficient). The study found that gamification had a positive effect on student learning compared to traditional teaching methods involving lectures and reading exercises. They also found that the effect was larger for females and Engineering students. (Legaki et al., 2020). {Data Literacy} Assuming the data from this study were recorded in a single data frame, how many cases and how many variables would be in this data frame?
Gamification is the application of game- design elements and game principles in non-game contexts. In educational settings, gamification is often implemented as educational activities to solve problems by using characteristics of game elements. Researchers investigating the effects of gamification on learning statistics conducted a study where they split college students in a statistics class into four groups: (1) no reading exercises and no gamification, (2) reading exercises but no gamification, (3) gamification but no reading exercises, and (4) gamification and reading exercises. Students in all groups also attended lectures. Students in the class were from two majors: Electrical and Computer Engineering (n = 279) and Business Administration (n = 86). After their assigned learning experience, each student took a final evaluation comprised of 30 multiple choice question and their score was measured as the number of questions they answered correctly. The researchers considered students’ gender, level of studies (first through fourth year) and academic major. Other variables considered were expertise in the English language and use of personal computers and games, both of which were measured on a scale of 1 (beginner) to 5 (proficient). The study found that gamification had a positive effect on student learning compared to traditional teaching methods involving lectures and reading exercises. They also found that the effect was larger for females and Engineering students. (Legaki et al., 2020). {Data Literacy} Assuming the data from this study were recorded in a single data frame, how many cases and how many variables would be in this data frame?
MATLAB: An Introduction with Applications
6th Edition
ISBN:9781119256830
Author:Amos Gilat
Publisher:Amos Gilat
Chapter1: Starting With Matlab
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Problem 1P
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- Gamification is the application of game- design elements and game principles in non-game contexts. In educational settings, gamification is often implemented as educational activities to solve problems by using characteristics of game elements. Researchers investigating the effects of gamification on learning statistics conducted a study where they split college students in a statistics class into four groups: (1) no reading exercises and no gamification, (2) reading exercises but no gamification, (3) gamification but no reading exercises, and (4) gamification and reading exercises. Students in all groups also attended lectures. Students in the class were from two majors: Electrical and Computer Engineering (n = 279) and Business Administration (n = 86). After their assigned learning experience, each student took a final evaluation comprised of 30 multiple choice question and their score was measured as the number of questions they answered correctly. The researchers considered students’ gender, level of studies (first through fourth year) and academic major. Other variables considered were expertise in the English language and use of personal computers and games, both of which were measured on a scale of 1 (beginner) to 5 (proficient). The study found that gamification had a positive effect on student learning compared to traditional teaching methods involving lectures and reading exercises. They also found that the effect was larger for females and Engineering students. (Legaki et al., 2020).
- {Data Literacy} Assuming the data from this study were recorded in a single data frame, how many cases and how many variables would be in this data frame?
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