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BRAIN Journal-Pros and Cons Gamification and Gaming in Classroom-Figure 3. Number of platform visits/week during first and second semester

<p>Figure 3 shows the number of course/activities accesses, per week, for the first and the second semester. Combining this with a lower rate of activities completion (not shown here) for the second semester, it is empirically proved that the introduction of the ranking block did not have the assumed motivational effect for students. A good explanation could be the fact that the top 4 students were at the end of semester far ahead from the others, which, most probably weakened the group motivation.&nbsp;</p>

ShareScore

40/100

Overall dataset sharing score

Score breakdown

These five areas show where the dataset supports — or may limit — practical reuse.

Stewardship
8
Harmonization
4
Access
20
Reuse readiness
8
Engagement
0

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