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Computers Supported Education

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Cover of 'Computers Supported Education'

Table of Contents

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    Book Overview
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    Chapter 1 Effectively Using Classroom Response Systems for Improving Student Content Retention
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    Chapter 2 Design of a Learning Space Management System for Open and Adaptable School Facilities
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    Chapter 3 Towards Evidence-Based Academic Advising Using Learning Analytics
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    Chapter 4 Code ABC MOOC for Math Teachers
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    Chapter 5 Using the Students’ Levels of Preparation and Confidence as Feedback Information in Quiz-Based Learning Activities
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    Chapter 6 Preliminary Evaluations of AMBRE-KB, an Authoring Tool to Elicit Knowledge to Be Taught Without Programming
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    Chapter 7 Determining the Cognitive Value of Online Interactive Multimedia in Statistics Education
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    Chapter 8 Creating Virtual Enterprises to Strengthen IT Architects’s Training
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    Chapter 9 piBook: Introducing Computational Thinking to Diversified Audiences
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    Chapter 10 How Does the Learning Channel Affect Student Satisfaction in Hybrid Courses
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    Chapter 11 The Three Eras of Mobile Learning User Experience
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    Chapter 12 Designing Engaging Learning Experiences in Programming
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    Chapter 13 A Flipped Classroom Approach for Teaching a Master’s Course on Artificial Intelligence
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    Chapter 14 Computer Science in Online Gaming Communities
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    Chapter 15 Uncovering Failures of Game Design for Educational Content (and How to Fix Them)
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    Chapter 16 Students’ Perceptions on Co-creating Learning Material in Information Systems Education
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    Chapter 17 The Influence of First Year Behaviour in the Progressions of University Students
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    Chapter 18 Observations and Reflections on Teaching Electrical and Computer Engineering Courses
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    Chapter 19 Computer-Assisted Method Based on Continuous Feedback to Improve the Academic Achievements of Engineering Students
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    Chapter 20 The Network Structure of Interactions in Online Social Learning Environments
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    Chapter 21 From Idea to Product – Participation of Users in the Development Process of a Multimedia Platform for Parental Involvement in Kindergarten
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    Chapter 22 Adapting Enterprise Social Media for Informal Learning in the Workplace: Using Incremental and Iterative Design Methods to Favor Sustainable Uses
Attention for Chapter 15: Uncovering Failures of Game Design for Educational Content (and How to Fix Them)
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Chapter title
Uncovering Failures of Game Design for Educational Content (and How to Fix Them)
Chapter number 15
Book title
Computers Supported Education
Published by
Springer, Cham, April 2017
DOI 10.1007/978-3-319-94640-5_15
Book ISBNs
978-3-31-994639-9, 978-3-31-994640-5
Authors

Kay Berkling, Heiko Faller, Micha Piertzik, Wolmet Barendregt, Laura Benton, Berkling, K, Faller, H, Piertzik, M, Barendregt, W, Benton, L

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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 19 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 19 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 4 21%
Student > Master 3 16%
Lecturer 2 11%
Researcher 1 5%
Professor > Associate Professor 1 5%
Other 0 0%
Unknown 8 42%
Readers by discipline Count As %
Computer Science 5 26%
Mathematics 1 5%
Agricultural and Biological Sciences 1 5%
Business, Management and Accounting 1 5%
Physics and Astronomy 1 5%
Other 1 5%
Unknown 9 47%