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Learning and Collaboration Technologies. Technology-Rich Environments for Learning and Collaboration

Overview of attention for book
Cover of 'Learning and Collaboration Technologies. Technology-Rich Environments for Learning and Collaboration'

Table of Contents

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    Book Overview
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    Chapter 1 The Effect of Split Attention in Surgical Education
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    Chapter 2 Supporting learning with 3D interactive applications in early years
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    Chapter 3 Interrelation between Pedagogical Design and Learning Interaction Patterns in different Virtual Learning Environments
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    Chapter 4 BIZZY – A Social Game for Entrepreneurship Education
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    Chapter 5 An Approach to Holistic Development of Serious Games and Learning Simulations
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    Chapter 6 Experiencing Physical and Technical Phenomena in Schools Using Virtual Reality Driving Simulator
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    Chapter 7 Weaving User Immersive Experiences: Scientific Curiosity and Reasoning with Bodily Feelings Mapping and Evolution
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    Chapter 8 HaptiChem: Haptic and Visual Support in Interactions with the Microscopic World
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    Chapter 9 Augmented Reality Applications in the Engineering Environment
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    Chapter 10 User Experience Observations on Factors That Affect Performance in a Road-Crossing Training Application for Children Using the CAVE
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    Chapter 11 Context Dependent Preference Acquisition with Personality-Based Active Learning in Mobile Recommender Systems
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    Chapter 12 Mobile Apps for Older Users – The Development of a Mobile Apps Repository for Older People
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    Chapter 13 Development of the Learning System for Outdoor Study Using Zeigarnik Effect
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    Chapter 14 Dream Drill: A Bedtime Learning Application
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    Chapter 15 Sustaining Outside-of-Class CALL Activities by Means of a Student Self-Evaluation System in a University Blended Learning EFL Course
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    Chapter 16 Society@school: Towards an e-Inclusion App for Social Reading
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    Chapter 17 Sensor Based Interaction Mechanisms in Mobile Learning
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    Chapter 18 Visual and Spatial Data Integration in Mobile Application Design
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    Chapter 19 Exploring Simulated Provocations
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    Chapter 20 Rapid Prototyping for Mobile Serious Games
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    Chapter 21 Creating Universal Designed and Trustworthy Objects for the Internet of Things
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    Chapter 22 Prototyping M-Learning Course on the Basis of Puzzle Learning Methodology
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    Chapter 23 Posture and Face Detection with Dynamic Thumbnail Views for Collaborative Distance Learning
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    Chapter 24 Collaborative Tools in the Primary Classroom: Teachers’ Thoughts on Wikis
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    Chapter 25 Computer Assisted Individual Approach to Acquiring Foreign Vocabulary of Students Major
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    Chapter 26 Immersive Creative Classrooms within the Zones of Educational Priorities in Greek Primary Schools
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    Chapter 27 Enhancing Online Learning Activities for Groups in Flipped Classrooms
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    Chapter 28 Does CMC Reduce Foreign Language Classroom Anxiety?
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    Chapter 29 The Role of Educational Technologist in Implementing New Technologies at School
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    Chapter 30 Facilitating Student Reflection through Digital Technologies in the iTEC Project: Pedagogically-Led Change in the Classroom
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    Chapter 31 Which Is More Effective for Learning German and Japanese Language, Paper or Digital?
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    Chapter 32 Monitoring Teachers’ Complex Thinking while Engaging in Philosophical Inquiry with Web 2.0
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    Chapter 33 Developing an Effective ESP Curriculum Integrating CALL
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    Chapter 34 HCI Requirements for Young Primary School CALL Learners
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    Chapter 35 E-Portfolios – Fostering Systematic Reflection in Social Work Education
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    Chapter 36 European Citizens and Their Trust in Social Networks
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    Chapter 37 Towards Aggression De-escalation Training with Virtual Agents: A Computational Model
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    Chapter 38 Mosca
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    Chapter 39 A New Way to Community Services
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    Chapter 40 Online Collaboration: Individual Involvement Used to Predict Team Performance
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    Chapter 41 Interface Design for a Real-Time Collaborative Editing Tool
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    Chapter 42 If I Do Not Like Your Online Profile I Will Not Hire You!
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    Chapter 43 Collaboration, Knowledge Sharing and Digital Environments: What about Argumentation and Questioning Skills?
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    Chapter 44 Active Ageing – Enhancing Digital Literacies in Elderly Citizens
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    Chapter 45 Reflective Thinking: Exploring Blog Use by Adult Learners
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    Chapter 46 Digital Identity of Researchers and their Personal Learning Network
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    Chapter 47 Blended Simulation Based Medical Education: A Complex Learning/Training Opportunity
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    Chapter 48 Finding and Exploring Commonalities between Researchers Using the ResXplorer
Overall attention for this book and its chapters
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (71st percentile)
  • Good Attention Score compared to outputs of the same age and source (66th percentile)

Mentioned by

6 tweeters
1 Facebook page


2 Dimensions

Readers on

68 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.
Learning and Collaboration Technologies. Technology-Rich Environments for Learning and Collaboration
Published by
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-07485-6
978-3-31-907484-9, 978-3-31-907485-6

Softic, Selver, De Vocht, Laurens, Mannens, Erik, Van de Walle, Rik, Ebner, Martin


Panayiotis Zaphiris, Andri Ioannou

Twitter Demographics

The data shown below were collected from the profiles of 6 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 68 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 68 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 1 1%
Student > Master 1 1%
Unknown 66 97%
Readers by discipline Count As %
Computer Science 1 1%
Engineering 1 1%
Unknown 66 97%

Attention Score in Context

This research output has an Altmetric Attention Score of 5. 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 10 September 2016.
All research outputs
of 14,735,197 outputs
Outputs from Lecture notes in computer science
of 7,477 outputs
Outputs of similar age
of 263,335 outputs
Outputs of similar age from Lecture notes in computer science
of 122 outputs
Altmetric has tracked 14,735,197 research outputs across all sources so far. This one has received more attention than most of these and is in the 74th percentile.
So far Altmetric has tracked 7,477 research outputs from this source. They receive a mean Attention Score of 4.4. This one has done well, scoring higher than 76% 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 263,335 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 71% of its contemporaries.
We're also able to compare this research output to 122 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 66% of its contemporaries.