“Game on!” Teaching gamification principles for library instruction to health sciences information professionals using interactive, low-tech activities and design-thinking modalities
Published in
Journal of the Medical Library Association, October 2019
This research output has an Altmetric Attention Score of 2. 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 24 August 2020.
All research outputs
#17,852,290
of 27,789,359 outputs
Outputs from Journal of the Medical Library Association
#590
of 941 outputs
Outputs of similar age
#212,389
of 367,201 outputs
Outputs of similar age from Journal of the Medical Library Association
#12
of 18 outputs
Altmetric has tracked 27,789,359 research outputs across all sources so far. This one is in the 33rd percentile – i.e., 33% of other outputs scored the same or lower than it.
So far Altmetric has tracked 941 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 6.7. This one is in the 34th percentile – i.e., 34% 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 367,201 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 39th percentile – i.e., 39% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 18 others from the same source and published within six weeks on either side of this one. This one is in the 27th percentile – i.e., 27% of its contemporaries scored the same or lower than it.