Title |
Engaging by design: How engagement strategies in popular computer and video games can inform instructional design
|
---|---|
Published in |
Educational technology research and development, June 2005
|
DOI | 10.1007/bf02504866 |
Authors |
Michele D. Dickey |
Mendeley readers
The data shown below were compiled from readership statistics for 850 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
United States | 42 | 5% |
United Kingdom | 8 | <1% |
Germany | 6 | <1% |
Australia | 6 | <1% |
Spain | 6 | <1% |
Canada | 5 | <1% |
South Africa | 4 | <1% |
Denmark | 3 | <1% |
Brazil | 3 | <1% |
Other | 18 | 2% |
Unknown | 749 | 88% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 226 | 27% |
Student > Master | 162 | 19% |
Researcher | 88 | 10% |
Student > Doctoral Student | 55 | 6% |
Professor > Associate Professor | 53 | 6% |
Other | 196 | 23% |
Unknown | 70 | 8% |
Readers by discipline | Count | As % |
---|---|---|
Social Sciences | 235 | 28% |
Computer Science | 179 | 21% |
Psychology | 78 | 9% |
Arts and Humanities | 53 | 6% |
Design | 52 | 6% |
Other | 159 | 19% |
Unknown | 94 | 11% |