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Mendeley readers
Chapter title |
Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
|
---|---|
Chapter number | 1 |
Book title |
Entertainment Computing - ICEC 2016
|
Published in |
Lecture notes in computer science, September 2016
|
DOI | 10.1007/978-3-319-46100-7_1 |
Book ISBNs |
978-3-31-946099-4, 978-3-31-946100-7
|
Authors |
Ioana Andreea Stanescu, Antoniu Stefan, Jannicke Madeleine Baalsrud Hauge |
Editors |
Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang |
Mendeley readers
The data shown below were compiled from readership statistics for 28 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Finland | 1 | 4% |
Unknown | 27 | 96% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 6 | 21% |
Student > Master | 4 | 14% |
Student > Bachelor | 2 | 7% |
Professor > Associate Professor | 2 | 7% |
Professor | 1 | 4% |
Other | 2 | 7% |
Unknown | 11 | 39% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 9 | 32% |
Business, Management and Accounting | 3 | 11% |
Arts and Humanities | 2 | 7% |
Psychology | 2 | 7% |
Social Sciences | 2 | 7% |
Other | 0 | 0% |
Unknown | 10 | 36% |