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Design for Teaching and Learning in a Networked World

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Cover of 'Design for Teaching and Learning in a Networked World'

Table of Contents

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    Book Overview
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    Chapter 1 Weather-it Missions: A Social Network Analysis Perspective of an Online Citizen Inquiry Community
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    Chapter 2 Developing Mathematical Thinking with Scratch An Experiment with 6th Grade Students
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    Chapter 3 Facilitate Sharing of Training Experience by Exploring Behavior Discovery in Trainees Traces
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    Chapter 4 Using Educational Analytics to Improve Test Performance
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    Chapter 5 Evaluation of Expert-Based Q-Matrices Predictive Quality in Matrix Factorization Models
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    Chapter 6 Moving through MOOCS: pedagogy, learning design and patterns of engagement
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    Chapter 7 In-App Reflection Guidance for Workplace Learning
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    Chapter 8 Training Workers for Improving Performance in Crowdsourcing Microtasks
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    Chapter 9 Engaging Teaching Professionals in Design for Online Learning
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    Chapter 10 Beyond Delivery Modes and Apps: A Case Study on Mobile Blended Learning in Higher Education
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    Chapter 11 SafeChild: An Intelligent Virtual Reality Environment for Training Pedestrian Safety Skills
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    Chapter 12 What Should I Do Next? Adaptive Sequencing in the Context of Open Social Student Modeling
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    Chapter 13 Improving Automatic Affect Recognition on Low-Level Speech Features in Intelligent Tutoring Systems
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    Chapter 14 Lessons Learned from Creating a Mobile Version of an Educational Board Game to Increase Situational Awareness
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    Chapter 15 MOOC Video Interaction Patterns: What Do They Tell Us?
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    Chapter 16 Comparing Two CbKST Approaches for Adapting Learning Paths in Serious Games
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    Chapter 17 Towards an Integrated Specialized Learning Application (ISLA) to Support High Functioning ASD Children in Mathematics Learning
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    Chapter 18 Automatic Tagging of Learning Objects Based on Their Usage in Web Portals
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    Chapter 19 On Modeling Learning Communities
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    Chapter 20 Studying Teacher Orchestration Load in Technology-Enhanced Classrooms
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    Chapter 21 Coflection – Combining Mutual Support and Facilitation in Technology Enhanced Learning
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    Chapter 22 Towards Reading Session-Based Indicators in Educational Reading Analytics
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    Chapter 23 Stand Tall and Raise Your Voice! A Study on the Presentation Trainer
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    Chapter 24 Displaying Teacher’s Gaze in a MOOC: Effects on Students’ Video Navigation Patterns
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    Chapter 25 Reflexive Learning, Socio-cognitive Conflict and Peer-assessment to Improve the Quality of Feedbacks in Online Tests
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    Chapter 26 A Learning Analytics Approach to Correlate the Academic Achievements of Students with Interaction Data from an Educational Simulator
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    Chapter 27 VisEN: Motivating Learner Engagement Through Explorable Visual Narratives
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    Chapter 28 ICT Supported Learning Rises Math Achievement in Low Socio Economic Status Schools
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    Chapter 29 Potentials of Gamification in Learning Management Systems: A Qualitative Evaluation
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    Chapter 30 Investigating Self-directed Learning Dimensions: Adapting the Bouchard Framework
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    Chapter 31 Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials
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    Chapter 32 A Framework to Design Educational Mobile-Based Games Across Multiple Spaces
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    Chapter 33 Predicting Results from Interaction Patterns During Online Group Work
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    Chapter 34 Teachers’ perceptions about the HANDSON MOOC: A learning design studio case
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    Chapter 35 Learners’ Attitudes Toward Using Wikis and Forums for Collaboration on Case Problems
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    Chapter 36 Students’ Deep and Surface Approach: Links to Interaction in Learning Environments
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    Chapter 37 Grounding Serious Game Design on Scientific Findings: The Case of ENACT on Soft Skills Training and Assessment
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    Chapter 38 Informal Learning in Online Knowledge Communities: Predicting Community Response to Visitor Inquiries
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    Chapter 39 Learning Analytics: Trends and Issues of the Empirical Research of the Years 2011-2014
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    Chapter 40 Towards an Intelligent Tutoring System for Logical Reasoning in Multiple Contexts
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    Chapter 41 The Value of Self-tracking and the Added Value of Coaching in the Case of Improving Time Management
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    Chapter 42 Screen or Tabletop: An Eye-Tracking Study of the Effect of Representation Location in a Tangible User Interface System
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    Chapter 43 Evolution of Interests in the Learning Context Data Model
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    Chapter 44 Design for Teaching and Learning in a Networked World
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    Chapter 45 A Model to Support Monitoring for Classroom Orchestration in a Tablet-Based CSCL Activity
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    Chapter 46 Resource Access Patterns in Exam Preparation Activities
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    Chapter 47 ReaderBench : An Integrated Cohesion-Centered Framework
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    Chapter 48 KnowBrain: An Online Social Knowledge Repository for Informal Workplace Learning
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    Chapter 49 Communicate! — A Serious Game for Communication Skills —
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    Chapter 50 Bucket-Server: A System for Including Teacher-Controlled Flexibility in the Management of Learning Artifacts in Across-Spaces Learning Situations
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    Chapter 51 Using Video Visualizations in Open edX to Understand Learning Interactions of Students
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    Chapter 52 Presentation Trainer: Polishing Your Communication Skills
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    Chapter 53 Unit Testing Maths
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    Chapter 54 User-Modelled Ambient Feedback for Self-regulated Learning
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    Chapter 55 Design for Teaching and Learning in a Networked World
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    Chapter 56 Managing Time Through a Self-regulated Oriented ePortfolio for Undergraduate Students
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    Chapter 57 Detecting Sarcasm from Students’ Feedback in Twitter
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    Chapter 58 Motivation and Engagement in MOOCs: How to Increase Learning Motivation by Adapting Pedagogical Scenarios?
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    Chapter 59 A Literature Review of Serious Games for Intellectual Disabilities
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    Chapter 60 Towards Teacher-Managed Deployment and Integration of Non-SaaS Tools in Virtual Learning Environments
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    Chapter 61 Validating Gamification Mechanics and Player Types in an E-learning Environment
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    Chapter 62 Integrating Teacher and Student Workspaces in a Technology-Enhanced Mathematics Lecture
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    Chapter 63 Using Cloud Computing for E-assessment Process Integration
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    Chapter 64 Querying Repositories of OER Descriptions: The Challenge of Educational Metadata Schemas Diversity
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    Chapter 65 Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks
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    Chapter 66 Design for Teaching and Learning in a Networked World
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    Chapter 67 Collaborative Learning Orchestration Using Smart Displays and Personal Devices
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    Chapter 68 Project-Based Learning: Methodology and Assessment Learning Technologies and Assessment Criteria
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    Chapter 69 Patterns of Practice and Design: Towards an Agile Methodology for Educational Design Research
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    Chapter 70 Teaching Syllogistics Through Gamification and Interactive Proofs
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    Chapter 71 Combining Virtual Reality and Relaxation Techniques to Improve Attention Levels in Students from an Initial Vocational Qualification Program
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    Chapter 72 Design for Teaching and Learning in a Networked World
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    Chapter 73 Designing and Evaluating Personalised Courses with LAMS: The Designer Perspective
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    Chapter 74 Reflective TEL: Augmenting Learning Tools with Reflection Support
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    Chapter 75 Visualizing Students’ Performance in the Classroom: Towards Effective F2F Interaction Modelling
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    Chapter 76 Supporting Learning Analytics for Informal Workplace Learning with a Social Semantic Infrastructure
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    Chapter 77 Boosting the Learning Process with Progressive Performance Prediction
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    Chapter 78 Creating and Sharing Knowledge Through Experiences: A Case Study with Ach so! in Healthcare Education
Attention for Chapter 65: Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks
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Chapter title
Linked Data-enabled Gamification in EPUB 3 for Educational Digital Textbooks
Chapter number 65
Book title
Design for Teaching and Learning in a Networked World
Published by
Springer International Publishing, November 2015
DOI 10.1007/978-3-319-24258-3_65
Book ISBNs
978-3-31-924257-6, 978-3-31-924258-3
Authors

Pieter Heyvaert, Ruben Verborgh, Erik Mannens, Rik Van de Walle

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

Geographical breakdown

Country Count As %
Finland 1 4%
Belgium 1 4%
Unknown 26 93%

Demographic breakdown

Readers by professional status Count As %
Student > Master 6 21%
Student > Ph. D. Student 6 21%
Student > Bachelor 3 11%
Student > Doctoral Student 2 7%
Lecturer 2 7%
Other 7 25%
Unknown 2 7%
Readers by discipline Count As %
Computer Science 12 43%
Engineering 3 11%
Social Sciences 3 11%
Business, Management and Accounting 3 11%
Arts and Humanities 2 7%
Other 3 11%
Unknown 2 7%