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        <identifier>oai:figshare.com:article/32594409</identifier>
        <datestamp>2026-09-16T13:39:54Z</datestamp>
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          <dc:title>Anonymized survey dataset on students’ perceived benefits of gamification in higher education</dc:title>
          <dc:creator>Óscar González-López (18437439)</dc:creator>
          <dc:subject>Higher education</dc:subject>
          <dc:subject>Educational psychology</dc:subject>
          <dc:subject>gamification</dc:subject>
          <dc:subject>gameful learning</dc:subject>
          <dc:subject>higher education</dc:subject>
          <dc:subject>educational technology</dc:subject>
          <dc:subject>student readiness</dc:subject>
          <dc:subject>gameful design</dc:subject>
          <dc:subject>academic engagement</dc:subject>
          <dc:subject>Hexad</dc:subject>
          <dc:subject>survey data</dc:subject>
          <dc:subject>anonymized dataset</dc:subject>
          <dc:description>&lt;p dir="ltr"&gt;This dataset contains privacy-preserving anonymized survey data supporting research on students’ perceived motivational and participatory benefits of gamification in higher education.&lt;/p&gt;&lt;p dir="ltr"&gt;&lt;br&gt;&lt;/p&gt;&lt;p dir="ltr"&gt;The dataset contains 864 adult records collected from students enrolled in business and related double-degree programmes at a public university in Spain between March 2020 and April 2026. It includes measures of perceived benefits of gamification, gameful design preferences, beliefs about the skill-development value of games, gaming habits, perceived anxiety, demographic and academic characteristics, and the variables used in the reported statistical analyses.&lt;/p&gt;&lt;p dir="ltr"&gt;&lt;br&gt;&lt;/p&gt;&lt;p dir="ltr"&gt;Direct identifiers, exact response dates, degree titles, open-text responses, collection year, and raw quasi-identifiers have been removed. Rows were shuffled, new public case identifiers were assigned, and age was top-coded at 30 to reduce re-identification risk. One response from a participant younger than 18 was excluded before analysis because the available documentation did not establish a separate parental-consent procedure.&lt;/p&gt;&lt;p dir="ltr"&gt;&lt;br&gt;&lt;/p&gt;&lt;p dir="ltr"&gt;The relevant institutional Bioethics and Biosafety Committee issued a favourable report for the project on 12 May 2025 (registration no. 163/2025). Responses collected before that date were obtained voluntarily and with informed consent, but no committee report was available for the earlier data collection.&lt;/p&gt;</dc:description>
          <dc:date>2026-09-16T13:39:54Z</dc:date>
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          <dc:identifier>10.6084/m9.figshare.32594409.v2</dc:identifier>
          <dc:relation>https://figshare.com/articles/dataset/Anonymized_dataset_for_Gameful_Learning_Readiness_in_Higher_Education_Design_Preferences_Skill-Development_Beliefs_and_Expected_Benefits/32594409</dc:relation>
          <dc:rights>CC BY 4.0</dc:rights>
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