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Learning by Playing. Game-based Education System Design and Development

Overview of attention for book
Cover of 'Learning by Playing. Game-based Education System Design and Development'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Gamers against All Odds
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    Chapter 2 Matchmaker: Interpersonal Touch in Gaming
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    Chapter 3 Doing It Right: Combining Edutainment Format Development and Research
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    Chapter 4 Virtual Apple Tree Pruning in Horticultural Education
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    Chapter 5 An Architecture for Flexible Entity Configuration in a Simulation Environment
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    Chapter 6 A Distributed Multi-agent Architecture in Simulation Based Medical Training
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    Chapter 7 A Review on Augmented Reality for Virtual Heritage System
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    Chapter 8 Mixing Telerobotics and Virtual Reality for Improving Immersion in Artwork Perception
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    Chapter 9 Developing a Film-Based Learning System with English Verbal Reduced Forms for Supporting English Listening Comprehension
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    Chapter 10 An Interactive 3D Exhibition System with Global Illumination for Digital Museum
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    Chapter 11 Lishe System
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    Chapter 12 E-Learning: The Strategies of Learning Culture and Arts
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    Chapter 13 SoundTag: RFID Based Wearable Computer Play Tool for Children
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    Chapter 14 Sketch Learning Environment with Diagnosis and Drawing Guidance from Rough Form to Detailed Contour Form
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    Chapter 15 Construction of a Computer Game Oriented to Disaster Education and Reflections on Its Problems
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    Chapter 16 CharanisML: A Flexible Virtual Actor Control Interface
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    Chapter 17 Game Balance Principles in MMORPG with Pet System
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    Chapter 18 An Approach to Evaluation Component Design in Building Serious Game
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    Chapter 19 Do Improve Typing Skill But No Significant Difference between Drill-Based and Game-Based Typing Software
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    Chapter 20 Little Big Difference: Gender Aspects and Gender-Based Adaptation in Educational Games
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    Chapter 21 Game-Like Simulations for Online Adaptive Learning: A Case Study
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    Chapter 22 Motivational Factors in Educational MMORPGs: Some Implications for Education
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    Chapter 23 Designing a Trading Card Game as Educational Reward System to Improve Students’ Learning Motivations
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    Chapter 24 Where Academics Meet the Real World: Difficulties Encountered When Conducting a Project for Designing a Game-Based Learning in a Company
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    Chapter 25 An Entertainment System Using Thermal Feedback for Increasing Communication and Social Skills
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    Chapter 26 Student Attitudes towards Using Culturally-Oriented Educational Games to Improve Programming Proficiency: An Exploratory Study
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    Chapter 27 Towards Intelligent Computer Assisted Educational Role-Play
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    Chapter 28 Reflective Learning through Playing Digital Game The Sims 2
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    Chapter 29 A Story Authoring System for Children
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    Chapter 30 Simplified Creation and Presentation of Non-linear Adaptive Content
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    Chapter 31 Exploration of Affect Sensing from Speech and Metaphorical Text
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    Chapter 32 QuizMASter - A Multi-Agent Game-Style Learning Activity
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    Chapter 33 The Effects of Type of Interactivity in Experiential Game-Based Learning
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    Chapter 34 Virtual Sport System for Optimum Exercising Based on a User Model
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    Chapter 35 Engaging Kids with the Concept of Sustainability Using a Commercial Videogame-A Case Study
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    Chapter 36 Entertaining Education – Using Games-Based and Service-Oriented Learning to Improve STEM Education
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    Chapter 37 Learning English through Serious Games – Reflections on Teacher and Learner Performance
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    Chapter 38 ELEIN: E-Learning with 3D Interactive Emotional Agents
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    Chapter 39 Tangible Drag-and-Drop: Transferring Digital Content with a Remote Control
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    Chapter 40 Adaptation in Collaborative Virtual Environments for Training
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    Chapter 41 Pushdown Automata Simulator
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    Chapter 42 Construction Knowledge Transfer through Interactive Visualization
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    Chapter 43 Pathfinding Strategy for Multiple Non-Playing Characters in 2.5 D Game Worlds
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    Chapter 44 Research on Using Cult3D and Java to Realize Virtual Assembly
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    Chapter 45 Design and Implementation of Operation Replay for Virtual Experiment
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    Chapter 46 Adaptive Lip Feature Point Detection Algorithm for Real-Time Computer Vision-Based Smile Training System
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    Chapter 47 Fast Shape-Simplifying Image Abstraction Using Graphics Hardware
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    Chapter 48 Music-Making and Musical Comprehension with Robotic Building Blocks
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    Chapter 49 AdMoVeo: A Robotic Platform for Teaching Creative Programming to Designers
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    Chapter 50 Edutainment Robotics as Learning Tool
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    Chapter 51 Designing a DSL Solution for the Domain of Augmented Reality Software Applications Specification
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    Chapter 52 A Study of Virtual Product Presentation with Whiteboard and Its Effect on Users Perception
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    Chapter 53 Survey on Collaborative AR for Multi-user in Urban Studies and Planning
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    Chapter 54 The Learning Effectiveness of Blended and Embodied Interactive Video Game on Kindergarten Students
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    Chapter 55 From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders’ Flow Experience
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    Chapter 56 Kindergartners’ Color Preference and Temperament in Embodied Interactive Video Game
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    Chapter 57 Researches on Using Robots in Education
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    Chapter 58 A Task-Based Role-Playing Game with Educational Robots for Learning Language
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    Chapter 59 Design of an Interactive Table for Mixed-Reality Learning Environments
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    Chapter 60 A Study of Collaboration and Conflicts Using Multi-robots
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    Chapter 61 A Case Analysis of Creative Spiral Instruction Model and Students’ Creative Problem Solving Performance in a LEGO ® Robotics Course
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    Chapter 62 Gender Heterogeneous Groups in Cooperative Learning Applied in "Robots in Creative Course": A Pilot Study
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    Chapter 63 Exploring Children’s Perceptions of the Robots
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    Chapter 64 Development of an Emotional Robot as a Teaching Assistant
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    Chapter 65 Empirical Research and Design of M-Learning System for College English
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    Chapter 66 Designing an e-Learning Reactivate Promotion for Unpopular Collections in Academic Library
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    Chapter 67 Multi-media e-Learning Platform Using Green Design with Near-Real Approach
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    Chapter 68 Interactive Whiteboard Teaching in English Education Based on Dual Code Theory and Bloom Teaching Quality
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    Chapter 69 A Cognitive-Interactive Approach to Chinese Characters Learning: System Design and Development
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    Chapter 70 An Automatic Course Generation System for Organizing Existent Learning Objects Using Particle Swarm Optimization
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    Chapter 71 The Experience of Adopting Game-Based Learning in Library Instruction
Overall attention for this book and its chapters
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About this Attention Score

  • Average Attention Score compared to outputs of the same age and source

Mentioned by

wikipedia
3 Wikipedia pages

Citations

dimensions_citation
15 Dimensions

Readers on

mendeley
113 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
Learning by Playing. Game-based Education System Design and Development
Published by
Lecture notes in computer science, January 2009
DOI 10.1007/978-3-642-03364-3
ISBNs
978-3-64-203363-6, 978-3-64-203364-3
Editors

Maiga Chang, Rita Kuo, Kinshuk, Chen Gwo-Dong, Michitaka Hirose

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 113 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 2 2%
United Kingdom 2 2%
Colombia 1 <1%
South Africa 1 <1%
Austria 1 <1%
Canada 1 <1%
Sri Lanka 1 <1%
Spain 1 <1%
Greece 1 <1%
Other 1 <1%
Unknown 101 89%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 16 14%
Student > Master 16 14%
Student > Bachelor 13 12%
Lecturer 10 9%
Student > Doctoral Student 8 7%
Other 24 21%
Unknown 26 23%
Readers by discipline Count As %
Computer Science 39 35%
Social Sciences 15 13%
Engineering 6 5%
Psychology 5 4%
Arts and Humanities 5 4%
Other 15 13%
Unknown 28 25%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. 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 04 March 2024.
All research outputs
#7,473,822
of 22,849,304 outputs
Outputs from Lecture notes in computer science
#2,487
of 8,126 outputs
Outputs of similar age
#48,906
of 169,366 outputs
Outputs of similar age from Lecture notes in computer science
#56
of 177 outputs
Altmetric has tracked 22,849,304 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,126 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 54% of its peers.
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 169,366 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 19th percentile – i.e., 19% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 177 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 50% of its contemporaries.