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Games and Learning Alliance

Overview of attention for book
Cover of 'Games and Learning Alliance'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Sustainable Competence Development of Business Students: Effectiveness of Using Serious Games
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    Chapter 2 The Design of an Augmented Reality Collaborative Game for Sustainable Development
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    Chapter 3 Designing Virtual River: A Serious Gaming Environment to Collaboratively Explore Management Strategies in River and Floodplain Maintenance
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    Chapter 4 A Game-Based Approach to Examining Students’ Conceptual Knowledge of Fractions
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    Chapter 5 EyeMath: Identifying Mathematics Problem Solving Processes in a RTS Video Game
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    Chapter 6 Building Arduino-Based Tangible Serious Games for Elementary Mathematics and Physics
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    Chapter 7 Database Engineering Game
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    Chapter 8 Effects of a 3D Virtual Reality Neurofeedback Scenario on User Experience and Performance in Stroke Patients
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    Chapter 9 Looking for Metacognition
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    Chapter 10 Evaluating a Gaming System for Cognitive Screening and Sleep Duration Assessment of Elderly Players: A Pilot Study
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    Chapter 11 Introducing the Fling – An Innovative Serious Game to Train Behavioral Control in Adolescents: Protocol of a Randomized Controlled Trial
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    Chapter 12 Social Agents for Learning in Virtual Environments
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    Chapter 13 EscapED: Adapting Live-Action, Interactive Games to Support Higher Education Teaching and Learning Practices
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    Chapter 14 Parsifal a Game Opera
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    Chapter 15 Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation
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    Chapter 16 SOA Applied: Engineering Software as Processing Unit of a Serious Game
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    Chapter 17 Serious Gaming in Airport Management: Transformation from a Validation Tool to a Learning Environment
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    Chapter 18 Using Comparative Behavior Analysis to Improve the Impact of Serious Games on Students’ Learning Experience
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    Chapter 19 Immersion’s Impact on Performance in a Spatial Reasoning Task
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    Chapter 20 On the Impact of the Dominant Intelligences of Players on Learning Outcome and Game Experience in Educational Games: The TrueBiters Case
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    Chapter 21 The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development
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    Chapter 22 A Semantic Frame Approach to Support Serious Game Design
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    Chapter 23 The Game Jam as a Format for Formal Applied Game Design and Development Education
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    Chapter 24 Analyzing Gamification of “Duolingo” with Focus on Its Course Structure
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    Chapter 25 Mobile Learning Game Authoring Tools: Assessment, Synthesis and Proposals
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    Chapter 26 Interest in and Willingness to Pay for Mobile Applications in Museums
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    Chapter 27 Gamification of Car Driver Performance
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    Chapter 28 Designing Working Memory Games for Elderly
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    Chapter 29 ACMUS: Comparative Assessment of a Musical Multimedia Tool
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    Chapter 30 Serious Games: Valuable Tools for Cultural Heritage
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    Chapter 31 Let’s DEsign for MOtivation (DEMO)
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    Chapter 32 Exploring the Relation Between Game Experience and Game Mechanics for Bodily-Kinesthetic Players
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    Chapter 33 To Recall to Play in the Street: A Critical Review of the Transformation of the Game Concept, Importance and Place of Game in Children’s World
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    Chapter 34 Towards Computer-Supported Self-debriefing of a Serious Game Against Cyber Bullying
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    Chapter 35 An Approach to Entertainment Tuning in RPGs: Case Study Using Diablo III and Trails of Cold Steel
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    Chapter 36 A Generic Model for Emotional AI in Real-Time Multiplayer Fighting Games
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    Chapter 37 Gamification and Scrabble
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    Chapter 38 Proposal of a Serious Game to Help Prevent Dementia
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    Chapter 39 Towards a Human Machine Interface Concept for Performance Improvement of Cycling
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    Chapter 40 Development of a Serious Game for the Elderly (Title: ‘Paldokangsan4’)
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    Chapter 41 A Neuroscience Based Approach to Game Based Learning Design
Attention for Chapter 9: Looking for Metacognition
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Citations

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Chapter title
Looking for Metacognition
Chapter number 9
Book title
Games and Learning Alliance
Published in
Lecture notes in computer science, November 2016
DOI 10.1007/978-3-319-50182-6_9
Book ISBNs
978-3-31-950181-9, 978-3-31-950182-6
Authors

Priscilla Haring, Harald Warmelink, Priscilla Haring, Harald Warmelink, Haring, Priscilla, Warmelink, Harald

Editors

Rosa Bottino, Johan Jeuring, Remco C. Veltkamp

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 14 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 14 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 4 29%
Student > Ph. D. Student 2 14%
Student > Master 2 14%
Lecturer > Senior Lecturer 1 7%
Professor > Associate Professor 1 7%
Other 0 0%
Unknown 4 29%
Readers by discipline Count As %
Social Sciences 4 29%
Psychology 2 14%
Arts and Humanities 1 7%
Engineering 1 7%
Design 1 7%
Other 0 0%
Unknown 5 36%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 07 December 2016.
All research outputs
#19,531,629
of 24,026,368 outputs
Outputs from Lecture notes in computer science
#6,049
of 8,173 outputs
Outputs of similar age
#310,877
of 422,232 outputs
Outputs of similar age from Lecture notes in computer science
#228
of 282 outputs
Altmetric has tracked 24,026,368 research outputs across all sources so far. This one is in the 10th percentile – i.e., 10% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,173 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one is in the 13th percentile – i.e., 13% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 422,232 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 15th percentile – i.e., 15% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 282 others from the same source and published within six weeks on either side of this one. This one is in the 10th percentile – i.e., 10% of its contemporaries scored the same or lower than it.