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X Demographics
Mendeley readers
Chapter title |
Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory
|
---|---|
Chapter number | 22 |
Book title |
Serious Games and Edutainment Applications
|
Published by |
Springer International Publishing, March 2017
|
DOI | 10.1007/978-3-319-51645-5_22 |
Book ISBNs |
978-3-31-951643-1, 978-3-31-951645-5
|
Authors |
Rob van Roy, Bieke Zaman, van Roy, Rob, Zaman, Bieke |
Editors |
Minhua Ma, Andreas Oikonomou |
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.
Geographical breakdown
Country | Count | As % |
---|---|---|
Italy | 2 | 100% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 1 | 50% |
Scientists | 1 | 50% |
Mendeley readers
The data shown below were compiled from readership statistics for 237 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Spain | 1 | <1% |
Unknown | 236 | 100% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 39 | 16% |
Student > Master | 38 | 16% |
Student > Bachelor | 20 | 8% |
Researcher | 18 | 8% |
Lecturer | 14 | 6% |
Other | 43 | 18% |
Unknown | 65 | 27% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 40 | 17% |
Social Sciences | 26 | 11% |
Business, Management and Accounting | 16 | 7% |
Psychology | 13 | 5% |
Medicine and Dentistry | 12 | 5% |
Other | 52 | 22% |
Unknown | 78 | 33% |