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Mendeley readers
Chapter title |
Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom
|
---|---|
Chapter number | 35 |
Book title |
Interactivity, Game Creation, Design, Learning, and Innovation
|
Published in |
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, October 2017
|
DOI | 10.1007/978-3-319-76908-0_35 |
Book ISBNs |
978-3-31-976907-3, 978-3-31-976908-0
|
Authors |
Stamatios Papadakis, Michail Kalogiannakis, Papadakis, Stamatios, Kalogiannakis, Michail |
Mendeley readers
The data shown below were compiled from readership statistics for 178 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 178 | 100% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Master | 27 | 15% |
Lecturer | 18 | 10% |
Student > Bachelor | 17 | 10% |
Student > Ph. D. Student | 12 | 7% |
Researcher | 6 | 3% |
Other | 25 | 14% |
Unknown | 73 | 41% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 36 | 20% |
Social Sciences | 14 | 8% |
Arts and Humanities | 10 | 6% |
Engineering | 8 | 4% |
Linguistics | 7 | 4% |
Other | 28 | 16% |
Unknown | 75 | 42% |