
This dataset contains the quantitative questionnaire designed for the validation of a serious game aimed at teaching business ethics, specifically focusing on informal business practices. It includes the questionnaire itself, a detailed codebook, and the dataset generated from the experimental application and validation of the game. The questionnaire was developed based on a solid theoretical foundation, integrating the Technology Acceptance Model III (TAM III) and the Theory of Planned Behavior (TPB). The dataset comprises responses from 118 accounting students from a Peruvian university who participated in the experimental phase of the game. Additionally, this dataset includes the data validation process conducted to ensure its suitability for Partial Least Squares Structural Equation Modeling (PLS-SEM), using SmartPLS 4 software. Researchers and educators interested in serious games, business ethics education, or behavioral modeling will find this dataset valuable for further studies and applications. Ideal for researchers in business ethics, educational technology, and behavioral studies.
Serious games, Educational technology, Business ethics, Behavioral Studies, Informal business practices
Serious games, Educational technology, Business ethics, Behavioral Studies, Informal business practices
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| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
