@prefix dcat: <http://www.w3.org/ns/dcat#> .
@prefix dct: <http://purl.org/dc/terms/> .
@prefix foaf: <http://xmlns.com/foaf/0.1/> .
@prefix vcard: <http://www.w3.org/2006/vcard/ns#> .
@prefix xsd: <http://www.w3.org/2001/XMLSchema#> .

<https://rec.harvest-normandie.data4citizen.com/dataset/oai-hal-hal-00702984v1> a dcat:Dataset ;
    dct:description """
              Some students (base group) played the Circuit Game, a 10-level computer-based learning activity intended to help students learn how electrical circuits work. Other students (competition group) played the same game but with competition features added  including a score bar showing performance on each level, the opportunity to earn one ticket per level if a performance criterion is met, and the opportunity to win a prize based on the number of tickets earned. On a retention test given after the game, the competition group remembered significantly more than the base group (d = 0.47). On an embedded transfer test constituting the final level of the game, the groups did not differ significantly. However, on the transfer test there was a significant gender by group interaction in which men performed worse in the competition group than the base group (d = −0.54) and women performed better in the competition group than the base group (d = 0.24). Overall, adding game-like features to a computer-based learning activity caused students to pay attention to game details but did not motivate students  particularly men  to learn more deeply. (http://www.sciencedirect.com/science/article/pii/S0747563211001038)
            """ ;
    dct:identifier "hal-00702984" ;
    dct:issued "2026-05-16T11:41:15.501558"^^xsd:dateTime ;
    dct:language "en" ;
    dct:modified "2026-05-16T11:41:15.501565"^^xsd:dateTime ;
    dct:publisher <https://rec.harvest-normandie.data4citizen.com/organization/cce9db95-46d9-4dc2-84b6-764215d0a002> ;
    dct:title "Cognitive consequences of making computer-based learning activities more game-like" ;
    dcat:contactPoint [ a vcard:Organization ;
            vcard:fn "CCSD" ] ;
    dcat:distribution <https://rec.harvest-normandie.data4citizen.com/dataset/oai-hal-hal-00702984v1/resource/1bc35ae5-12d8-446c-b254-3f2d3788068c> ;
    dcat:keyword "computer-games",
        "educational-games",
        "game-enhanced-learning",
        "infoeiahcomputer-science-cstechnology-for-human-learning",
        "infoeu-reposemanticsarticle",
        "journal-articles",
        "serious-games",
        "shseduhumanities-and-social-scienceseducation" ;
    dcat:landingPage <ISSN:%200747-5632> .

<ISSN:%200747-5632> a foaf:Document .

<https://rec.harvest-normandie.data4citizen.com/dataset/oai-hal-hal-00702984v1/resource/1bc35ae5-12d8-446c-b254-3f2d3788068c> a dcat:Distribution ;
    dct:format "HTML" ;
    dct:issued "2026-05-16T11:41:15.558307"^^xsd:dateTime ;
    dct:modified "2026-05-16T11:41:15.473494"^^xsd:dateTime ;
    dct:title "Cognitive consequences of making computer-based learning activities more game-like" ;
    dcat:accessURL <https://hal.science/hal-00702984> .

<https://rec.harvest-normandie.data4citizen.com/organization/cce9db95-46d9-4dc2-84b6-764215d0a002> a foaf:Agent ;
    foaf:name "test_moissonnage_selune" .

