{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,9,10]],"date-time":"2024-09-10T16:32:26Z","timestamp":1725985946947},"reference-count":6,"publisher":"Elsevier BV","license":[{"start":{"date-parts":[[2017,4,1]],"date-time":"2017-04-01T00:00:00Z","timestamp":1491004800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.elsevier.com\/tdm\/userlicense\/1.0\/"},{"start":{"date-parts":[[2017,1,31]],"date-time":"2017-01-31T00:00:00Z","timestamp":1485820800000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["elsevier.com","sciencedirect.com"],"crossmark-restriction":true},"short-container-title":["Data in Brief"],"published-print":{"date-parts":[[2017,4]]},"DOI":"10.1016\/j.dib.2017.01.017","type":"journal-article","created":{"date-parts":[[2017,2,4]],"date-time":"2017-02-04T07:45:30Z","timestamp":1486194330000},"page":"155-158","update-policy":"http:\/\/dx.doi.org\/10.1016\/elsevier_cm_policy","source":"Crossref","is-referenced-by-count":5,"special_numbering":"C","title":["Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking"],"prefix":"10.1016","volume":"11","author":[{"given":"Luis","family":"de-Marcos","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Eva","family":"Garc\u00eda-L\u00f3pez","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Antonio","family":"Garc\u00eda-Cabot","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"78","reference":[{"key":"10.1016\/j.dib.2017.01.017_bib1","doi-asserted-by":"crossref","first-page":"99","DOI":"10.1016\/j.compedu.2015.12.008","article-title":"On the effectiveness of game-like and social approaches in learning: comparing educational gaming, gamification & social networking","volume":"95","author":"de-Marcos","year":"2016","journal-title":"Comput. Educ."},{"key":"10.1016\/j.dib.2017.01.017_bib2","doi-asserted-by":"crossref","first-page":"380","DOI":"10.1016\/j.compedu.2012.12.020","article-title":"Gamifying learning experiences: practical implications and outcomes","volume":"63","author":"Dom\u00ednguez","year":"2013","journal-title":"Comput. Educ."},{"key":"10.1016\/j.dib.2017.01.017_bib3","doi-asserted-by":"crossref","first-page":"82","DOI":"10.1016\/j.compedu.2014.01.012","article-title":"An empirical study comparing gamification and social networking on e-learning","volume":"75","author":"de-Marcos","year":"2014","journal-title":"Comput. Educ."},{"key":"10.1016\/j.dib.2017.01.017_bib4","doi-asserted-by":"crossref","first-page":"312","DOI":"10.1016\/j.chb.2016.02.052","article-title":"Social network analysis of a gamified e-learning course: small-world phenomenon and network metrics as predictors of academic performance","volume":"60","author":"de-Marcos","year":"2016","journal-title":"Comput. Human. Behav."},{"key":"10.1016\/j.dib.2017.01.017_bib5","doi-asserted-by":"crossref","unstructured":"C. Heeter, Y.-H. Lee, B. Medler, B. Magerko, Beyond player types: gaming achievement goal, in: Proceedings of the\u00a0SIGGRAPH Symposium on Video Games, 2011 ACM, Vancouver, British Columbia, Canada, 2011, pp. 43\u201348","DOI":"10.1145\/2037692.2037701"},{"key":"10.1016\/j.dib.2017.01.017_bib6","article-title":"Hearts, clubs, diamonds, spades: players who suit MUDs","author":"Bartle","year":"1996","journal-title":"J. MUD Res."}],"container-title":["Data in Brief"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S2352340917300173?httpAccept=text\/xml","content-type":"text\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S2352340917300173?httpAccept=text\/plain","content-type":"text\/plain","content-version":"vor","intended-application":"text-mining"}],"deposited":{"date-parts":[[2019,9,18]],"date-time":"2019-09-18T07:48:16Z","timestamp":1568792896000},"score":1,"resource":{"primary":{"URL":"https:\/\/linkinghub.elsevier.com\/retrieve\/pii\/S2352340917300173"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2017,4]]},"references-count":6,"alternative-id":["S2352340917300173"],"URL":"https:\/\/doi.org\/10.1016\/j.dib.2017.01.017","relation":{},"ISSN":["2352-3409"],"issn-type":[{"value":"2352-3409","type":"print"}],"subject":[],"published":{"date-parts":[[2017,4]]},"assertion":[{"value":"Elsevier","name":"publisher","label":"This article is maintained by"},{"value":"Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking","name":"articletitle","label":"Article Title"},{"value":"Data in Brief","name":"journaltitle","label":"Journal Title"},{"value":"https:\/\/doi.org\/10.1016\/j.dib.2017.01.017","name":"articlelink","label":"CrossRef DOI link to publisher maintained version"},{"value":"https:\/\/doi.org\/10.1016\/j.compedu.2015.12.008","name":"associatedlink","label":"CrossRef DOI link to the associated document"},{"value":"article","name":"content_type","label":"Content Type"},{"value":"\u00a9 2017 The Authors. Published by Elsevier Inc.","name":"copyright","label":"Copyright"}]}}