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Learning and Collaboration Technologies. Learning and Teaching

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Cover of 'Learning and Collaboration Technologies. Learning and Teaching'

Table of Contents

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    Book Overview
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    Chapter 1 Understanding User Engagement in Digital Education
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    Chapter 2 Exploring New Ways to Increase Engagement in Full-Path MOOC Programs
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    Chapter 3 Study on the Attitude of Young People Towards Technology
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    Chapter 4 Supporting Trust and Engagement in Personalized Learning
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    Chapter 5 Improving the Professional Competencies of Architect Students
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    Chapter 6 Digital Literacy in Higher Education
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    Chapter 7 User Skill Assessment Using Informative Interfaces for Personalized Robot-Assisted Training
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    Chapter 8 Digital Natives and Digital Immigrants Revisited: A Case of CALL
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    Chapter 9 Virtual Reality Rehabilitation Based on Neurologic Music Therapy: A Qualitative Preliminary Clinical Study
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    Chapter 10 Programming Virtual Interactions for Gamified Educational Proposes of Urban Spaces
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    Chapter 11 Learning in Marketing Simulation
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    Chapter 12 Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement
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    Chapter 13 Slayers vs Slackers: An Examination of Users’ Competitive Differences in Gamified IT Platforms Based on Hedonic Motivation System Model
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    Chapter 14 An e-Learning System Using Gamification to Support Preliminary Learning for Job Hunting
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    Chapter 15 The Use of Digital Game Based Learning in Manufacturing Education – A Case Study
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    Chapter 16 Gamification as Learning Scenario in Programming Course of Higher Education
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    Chapter 17 Gamification with Lego in Higher Education: Experience in the Course of Logistic Distribution
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    Chapter 18 Learning in Doing: A Model of Design and Assessment for Using New Interaction in Educational Game
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    Chapter 19 Warm Robot Classroom_Using Wearable Technology as a Gateway to Culturally Responsive Teaching
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    Chapter 20 Go/No Go Criteria in Formative E-Rubrics
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    Chapter 21 Exploring Sociocultural Theory Application in Online Language Courses
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    Chapter 22 Applications of Distributed Socio-technical Synthetic Intelligent (SI) Systems Using Hybrid “Compensating Controls” Architectures
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    Chapter 23 An Online Environment to Compare Students’ and Expert Solutions to Ill-Structured Problems
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    Chapter 24 An Analytical Investigation on Ecological Strategy Based on “Edu+AR” Education Cloud Platform
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    Chapter 25 A Framework for Interactive Exploratory Learning Analytics
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    Chapter 26 Quiz-R-Us – Re-Conceptualizing Quizzes to Enrich Blended Learning in Occupational Therapy Study Lines
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    Chapter 27 Evaluation of Flip-Flop Learning Methodology
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    Chapter 28 Applying Studio-Based Learning Methodology in Computer Science Education to Improve 21 st Century Skills
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    Chapter 29 Uniqueness Profile of Mobile Applications for Learning
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    Chapter 30 “Flip-Flop” Learning by Teaching Methodologies: “Peer Improvement”, “Agile Tooltip”, Support Technology, and Next Steps
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    Chapter 31 Use BCI to Generate Attention-Based Metadata for the Assessment of Effective Learning Duration
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    Chapter 32 A Deep-Learning-Based Proposal to Aid Users in Quantum Computing Programming
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    Chapter 33 Effects of Low-Level Development on Learning to Program
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    Chapter 34 Experiences of the SICAP Research Seeding in the Development of Soft Skills
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    Chapter 35 Art and Automation of Teaching Malware Reverse Engineering
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    Chapter 36 Development of Children’s Cyber Security Competencies in Estonia
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    Chapter 37 Project-Oriented Problem-Based Learning for an Entrepreneurial Vision in Engineering Education
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    Chapter 38 Stenmap: Framework for Evaluating Cybersecurity-Related Skills Based on Computer Simulations
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    Chapter 39 Accessibility in Software Engineering: Pursuing the Mainstream from a Classroom
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    Chapter 40 Application of Domain Engineering to Generate Customized Information Dashboards
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    Chapter 41 Discovering a Profile for Protect and Defend: Penetration Testing
Attention for Chapter 17: Gamification with Lego in Higher Education: Experience in the Course of Logistic Distribution
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Citations

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Readers on

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8 Mendeley
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Chapter title
Gamification with Lego in Higher Education: Experience in the Course of Logistic Distribution
Chapter number 17
Book title
Learning and Collaboration Technologies. Learning and Teaching
Published by
Springer, Cham, July 2018
DOI 10.1007/978-3-319-91152-6_17
Book ISBNs
978-3-31-991151-9, 978-3-31-991152-6
Authors

Rafael Vescovi Bassani

Mendeley readers

The data shown below were compiled from readership statistics for 8 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 8 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 25%
Professor > Associate Professor 1 13%
Professor 1 13%
Lecturer 1 13%
Student > Master 1 13%
Other 0 0%
Unknown 2 25%
Readers by discipline Count As %
Arts and Humanities 1 13%
Mathematics 1 13%
Linguistics 1 13%
Social Sciences 1 13%
Design 1 13%
Other 0 0%
Unknown 3 38%