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Introduction to Gamification
Transforming Learning and IT Management through Gamification
Springer, Cham, January 2015
Edmond C. Prakash, Madhusudan Rao
The data shown below were collected from the profiles of 7 tweeters who shared this research output. Click here to find out more about how the information was compiled.
|Members of the public||6||86%|
The data shown below were compiled from readership statistics for 167 Mendeley readers of this research output. Click here to see the associated Mendeley record.
|Readers by professional status||Count||As %|
|Student > Master||53||32%|
|Student > Bachelor||24||14%|
|Student > Ph. D. Student||19||11%|
|Student > Doctoral Student||8||5%|
|Readers by discipline||Count||As %|
|Business, Management and Accounting||17||10%|