地球资源数据云——数据资源详情
该数据集《Impact of Gamification Software Testing Education》主要用于监督学习任务,数据形态以表格为主。 题目说明:Explore gamification's impact on software testing education effectiveness. 任务类型:表格监督学习。 建议流程:先做缺失值/异常值处理与特征编码,再比较逻辑回归、随机森林、XGBoost。 评估建议:使用分层切分或交叉验证,优先关注 F1、Recall、AUC 等分类指标。 可用文件:gamification - software - testing - engagement - performance - test - effectiveness.csv, metadata.csv。 To cite the dataset please reference it as “Blanco Aguirre, RaquelUniovi; Trinidad, Manuel; Suárez Cabal, María JoséUniovi; Calderón, Alejandro; Ruiz, Mercedes; Tuya González, Pablo Javier. Dataset for analyzing the impact of gamification in software testing education. November 07th. Agustin Parmisano, Sebastian Garcia, Maria Jose Erquiaga. 10.17811/ruo_datasets.64866 Data gathering and activity monitoring were crucial aspects of the experimental procedure. To facilitate the experiment, demographic information was gathered, and the students' engagement with the game activities was closely monitored. However, it is important to note that students may have reservations not only about providing this data but also about constant monitoring. To address these concerns and encourage student participation in the gamified learning experience, students were informed about the nature of the data collection and its intended use. Furthermore, student participation was entirely voluntary, and they willingly accepted the terms of use for the tools involved.

该数据集《Impact of Gamification Software Testing Education》主要用于监督学习任务,数据形态以表格为主。 题目说明:Explore gamification's impact on software testing education effectiveness.
任务类型:表格监督学习。
建议流程:先做缺失值/异常值处理与特征编码,再比较逻辑回归、随机森林、XGBoost。
评估建议:使用分层切分或交叉验证,优先关注 F1、Recall、AUC 等分类指标。
可用文件:gamification - software - testing - engagement - performance - test - effectiveness.csv, metadata.csv。
To cite the dataset please reference it as “Blanco Aguirre, RaquelUniovi; Trinidad, Manuel; Suárez Cabal, María JoséUniovi; Calderón, Alejandro; Ruiz, Mercedes; Tuya González, Pablo Javier. Dataset for analyzing the impact of gamification in software testing education. November 07th. Agustin Parmisano, Sebastian Garcia, Maria Jose Erquiaga.
10.17811/ruo_datasets.64866
Data gathering and activity monitoring were crucial aspects of the experimental procedure. To facilitate the experiment, demographic information was gathered, and the students' engagement with the game activities was closely monitored.
However, it is important to note that students may have reservations not only about providing this data but also about constant monitoring. To address these concerns and encourage student participation in the gamified learning experience, students were informed about the nature of the data collection and its intended use.
Furthermore, student participation was entirely voluntary, and they willingly accepted the terms of use for the tools involved.