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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

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    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
  49. Altmetric Badge
    Chapter 48 Finding and Exploring Commonalities between Researchers Using the ResXplorer
Attention for Chapter 46: Digital Identity of Researchers and their Personal Learning Network
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About this Attention Score

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

Mentioned by

twitter
2 X users

Citations

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2 Dimensions

Readers on

mendeley
21 Mendeley
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Chapter title
Digital Identity of Researchers and their Personal Learning Network
Chapter number 46
Book title
Learning and Collaboration Technologies. Technology-Rich Environments for Learning and Collaboration
Published in
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-07485-6_46
Book ISBNs
978-3-31-907484-9, 978-3-31-907485-6
Authors

Nuno Ricardo Oliveira, Lina Morgado

Editors

Panayiotis Zaphiris, Andri Ioannou

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users 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 21 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Portugal 2 10%
Unknown 19 90%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 6 29%
Student > Doctoral Student 3 14%
Professor 2 10%
Lecturer 1 5%
Lecturer > Senior Lecturer 1 5%
Other 3 14%
Unknown 5 24%
Readers by discipline Count As %
Social Sciences 7 33%
Computer Science 3 14%
Linguistics 1 5%
Nursing and Health Professions 1 5%
Mathematics 1 5%
Other 3 14%
Unknown 5 24%
Attention Score in Context

Attention Score in Context

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 21 April 2015.
All research outputs
#14,197,510
of 22,758,248 outputs
Outputs from Lecture notes in computer science
#4,307
of 8,126 outputs
Outputs of similar age
#173,658
of 305,255 outputs
Outputs of similar age from Lecture notes in computer science
#146
of 279 outputs
Altmetric has tracked 22,758,248 research outputs across all sources so far. This one is in the 35th percentile – i.e., 35% 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 is in the 44th percentile – i.e., 44% 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 305,255 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 40th percentile – i.e., 40% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 279 others from the same source and published within six weeks on either side of this one. This one is in the 44th percentile – i.e., 44% of its contemporaries scored the same or lower than it.