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Adaptive and Adaptable Learning

Overview of attention for book
Cover of 'Adaptive and Adaptable Learning'

Table of Contents

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    Book Overview
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    Chapter 1 A Semantic-Driven Model for Ranking Digital Learning Objects Based on Diversity in the User Comments
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    Chapter 2 Social Facilitation Due to Online Inter-classrooms Tournaments
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    Chapter 3 How to Attract Students’ Visual Attention
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    Chapter 4 Creating Effective Learning Analytics Dashboards: Lessons Learnt
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    Chapter 5 Retrieval Practice and Study Planning in MOOCs: Exploring Classroom-Based Self-regulated Learning Strategies at Scale
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    Chapter 6 “Keep Your Eyes on ’em all!”: A Mobile Eye-Tracking Analysis of Teachers’ Sensitivity to Students
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    Chapter 7 Flipped Classroom Model: Effects on Performance, Attitudes and Perceptions in High School Algebra
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    Chapter 8 Argumentation Identification for Academic Support in Undergraduate Writings
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    Chapter 9 Mobile Grading Paper-Based Programming Exams: Automatic Semantic Partial Credit Assignment Approach
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    Chapter 10 Which Algorithms Suit Which Learning Environments? A Comparative Study of Recommender Systems in TEL
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    Chapter 11 Discouraging Gaming the System Through Interventions of an Animated Pedagogical Agent
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    Chapter 12 Multi-device Territoriality to Support Collaborative Activities
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    Chapter 13 Refinement of a Q-matrix with an Ensemble Technique Based on Multi-label Classification Algorithms
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    Chapter 14 When Teaching Practices Meet Tablets’ Affordances. Insights on the Materiality of Learning
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    Chapter 15 A Peer Evaluation Tool of Learning Designs
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    Chapter 16 Learning in the Context of ManuSkills: Attracting Youth to Manufacturing Through TEL
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    Chapter 17 Does Taking a MOOC as a Complement for Remedial Courses Have an Effect on My Learning Outcomes? A Pilot Study on Calculus
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    Chapter 18 Are You Ready to Collaborate? An Adaptive Measurement of Students’ Arguing Skills Before Expecting Them to Learn Together
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    Chapter 19 Examining the Effects of Social Media in Co-located Classrooms: A Case Study Based on SpeakUp
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    Chapter 20 Enhancing Public Speaking Skills - An Evaluation of the Presentation Trainer in the Wild
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    Chapter 21 How to Quantify Student’s Regularity?
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    Chapter 22 Nurturing Communities of Inquiry: A Formative Study of the DojoIBL Platform
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    Chapter 23 Inferring Student Attention with ASQ
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    Chapter 24 Chronicle of a Scenario Graph: From Expected to Observed Learning Path
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    Chapter 25 Adaptive Testing Using a General Diagnostic Model
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    Chapter 26 How Teachers Use Data to Help Students Learn: Contextual Inquiry for the Design of a Dashboard
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    Chapter 27 Assessing Learner-Constructed Conceptual Models and Simulations of Dynamic Systems
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    Chapter 28 Learning Analytics Pilot with Coach2 - Searching for Effective Mirroring
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    Chapter 29 Predicting Academic Performance Based on Students’ Blog and Microblog Posts
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    Chapter 30 Take up My Tags: Exploring Benefits of Meaning Making in a Collaborative Learning Task at the Workplace
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    Chapter 31 Consistency Verification of Learner Profiles in Adaptive Serious Games
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    Chapter 32 MoodlePeers: Factors Relevant in Learning Group Formation for Improved Learning Outcomes, Satisfaction and Commitment in E-Learning Scenarios Using GroupAL
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    Chapter 33 Towards a Capitalization of Processes Analyzing Learning Interaction Traces
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    Chapter 34 Improving Usage of Learning Designs by Teachers: A Set of Concepts for Well-Defined Problem Resolution
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    Chapter 35 Immersion and Persistence: Improving Learners’ Engagement in Authentic Learning Situations
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    Chapter 36 STI-DICO: A Web-Based ITS for Fostering Dictionary Skills and Knowledge
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    Chapter 37 PyramidApp: Scalable Method Enabling Collaboration in the Classroom
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    Chapter 38 From Idea to Reality: Extensive and Executable Modeling Language for Mobile Learning Games
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    Chapter 39 Combining Adaptive Learning with Learning Analytics: Precedents and Directions
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    Chapter 40 An Adaptive E-Learning Strategy to Overcome the Inherent Difficulties of the Learning Content
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    Chapter 41 Evaluating the Effectiveness of an Affective Tutoring Agent in Specialized Education
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    Chapter 42 MOOC Design Workshop: Educational Innovation with Empathy and Intent
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    Chapter 43 OERauthors: Requirements for Collaborative OER Authoring Tools in Global Settings
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    Chapter 44 Virtual Reality for Training Doctors to Break Bad News
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    Chapter 45 User Motivation and Technology Acceptance in Online Learning Environments
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    Chapter 46 Reflective Learning at the Workplace - The MIRROR Design Toolbox
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    Chapter 47 Toward a Play Management System for Play-Based Learning
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    Chapter 48 The Blockchain and Kudos: A Distributed System for Educational Record, Reputation and Reward
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    Chapter 49 Game-Based Training for Complex Multi-institutional Exercises of Joint Forces
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    Chapter 50 DALITE: Asynchronous Peer Instruction for MOOCs
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    Chapter 51 Digital and Multisensory Storytelling: Narration with Smell, Taste and Touch
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    Chapter 52 A Platform for Social Microlearning
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    Chapter 53 A Framework to Enhance Adaptivity in Moodle
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    Chapter 54 Refugees Welcome: Supporting Informal Language Learning and Integration with a Gamified Mobile Application
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    Chapter 55 DEDOS-Player: Educational Activities for Touch Devices
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    Chapter 56 The Booth: Bringing Out the Super Hero in You
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    Chapter 57 DojoIBL: Nurturing Communities of Inquiry
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    Chapter 58 Towards an Automated Assessment Support for Student Contributions on Multiple Platforms
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    Chapter 59 Experiments on Virtual Manipulation in Chemistry Education
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    Chapter 60 A Survey Study to Gather Requirements for Designing a Mobile Service to Enhance Learning from Cultural Heritage
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    Chapter 61 Inspiring the Instructional Design Process Through Online Experience Sharing
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    Chapter 62 An Approach to the TEL Teaching of Non-technical Skills from the Perspective of an Ill-Defined Problem
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    Chapter 63 Towards a Context-Based Approach Assisting Learning Scenarios Reuse
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    Chapter 64 Revealing Behaviour Pattern Differences in Collaborative Problem Solving
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    Chapter 65 DevOpsUse for Rapid Training of Agile Practices Within Undergraduate and Startup Communities
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    Chapter 66 Towards an Authoring Tool to Acquire Knowledge for ITS Teaching Problem Solving Methods
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    Chapter 67 Kodr: A Customizable Learning Platform for Computer Science Education
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    Chapter 68 A Reflective Quiz in a Professional Qualification Program for Stroke Nurses: A Field Trial
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    Chapter 69 Helping Teachers to Help Students by Using an Open Learner Model
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    Chapter 70 Personalized Rooms Based Recommendation as a Mean for Increasing Students’ Activity
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    Chapter 71 Detecting and Supporting the Evolving Knowledge Interests of Lifelong Professionals
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    Chapter 72 Boosting Vocational Education and Training in Small Enterprises
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    Chapter 73 Supporting Teaching Teams in Personalizing MOOCs Course Paths
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    Chapter 74 Increasing Pupils’ Motivation on Elementary School with Help of Social Networks and Mobile Technologies
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    Chapter 75 Understanding Collective Behavior of Learning Design Communities
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    Chapter 76 A Value Model for MOOCs
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    Chapter 77 Framework for Learner Assessment in Learning Games
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    Chapter 78 A Bayesian Network for the Cognitive Diagnosis of Deductive Reasoning
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    Chapter 79 Finding the Needle in a Haystack: Who are the Most Central Authors Within a Domain?
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    Chapter 80 Bio-inspired Computational Algorithms in Educational and Serious Games: Some Examples
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    Chapter 81 Learning Experiences Using Tablets with Children and People with Autism Spectrum Disorder
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    Chapter 82 Introducing the U.S. Cyberlearning Community
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    Chapter 83 Future Research Directions for Innovating Pedagogy
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    Chapter 84 Platform Oriented Semantic Description of Pattern-Based Learning Scenarios
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    Chapter 85 Model of Articulation Between Elements of a Pedagogical Assistance
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    Chapter 86 Simulation-Based CALL Teacher Training
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    Chapter 87 Adaptable Learning and Learning Analytics: A Case Study in a Programming Course
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    Chapter 88 Recommending Physics Exercises in Moodle Based on Hierarchical Competence Profiles
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    Chapter 89 Learning Analytics for a Puzzle Game to Discover the Puzzle-Solving Tactics of Players
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    Chapter 90 Recommending Dimension Weights and Scale Values in Multi-rubric Evaluations
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (95th percentile)
  • High Attention Score compared to outputs of the same age and source (96th percentile)

Mentioned by

blogs
1 blog
twitter
54 tweeters

Citations

dimensions_citation
6 Dimensions

Readers on

mendeley
212 Mendeley
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Title
Adaptive and Adaptable Learning
Published by
Lecture notes in computer science, January 2016
DOI 10.1007/978-3-319-45153-4
ISBNs
978-3-31-945152-7, 978-3-31-945153-4
Editors

Katrien Verbert, Mike Sharples, Tomaž Klobučar

Twitter Demographics

The data shown below were collected from the profiles of 54 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 212 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 212 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 15 7%
Student > Bachelor 12 6%
Lecturer 8 4%
Student > Ph. D. Student 7 3%
Student > Doctoral Student 6 3%
Other 17 8%
Unknown 147 69%
Readers by discipline Count As %
Computer Science 29 14%
Social Sciences 6 3%
Engineering 5 2%
Business, Management and Accounting 4 2%
Arts and Humanities 4 2%
Other 15 7%
Unknown 149 70%

Attention Score in Context

This research output has an Altmetric Attention Score of 52. 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 17 September 2020.
All research outputs
#454,061
of 16,292,550 outputs
Outputs from Lecture notes in computer science
#66
of 7,661 outputs
Outputs of similar age
#12,327
of 267,707 outputs
Outputs of similar age from Lecture notes in computer science
#4
of 127 outputs
Altmetric has tracked 16,292,550 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 97th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 7,661 research outputs from this source. They receive a mean Attention Score of 4.6. This one has done particularly well, scoring higher than 99% 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 267,707 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 95% of its contemporaries.
We're also able to compare this research output to 127 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 96% of its contemporaries.