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Transforming Learning and IT Management through Gamification

Overview of attention for book
Attention for Chapter 5: Gamification in Informal Education Environments: A Case Study
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Citations

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9 Dimensions

Readers on

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12 Mendeley
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Chapter title
Gamification in Informal Education Environments: A Case Study
Chapter number 5
Book title
Transforming Learning and IT Management through Gamification
Published by
Springer, Cham, January 2015
DOI 10.1007/978-3-319-18699-3_5
Book ISBNs
978-3-31-918698-6, 978-3-31-918699-3
Authors

Edmond C. Prakash, Madhusudan Rao

Mendeley readers

The data shown below were compiled from readership statistics for 12 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 12 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 4 33%
Student > Ph. D. Student 1 8%
Professor 1 8%
Student > Bachelor 1 8%
Lecturer 1 8%
Other 2 17%
Unknown 2 17%
Readers by discipline Count As %
Computer Science 4 33%
Social Sciences 3 25%
Arts and Humanities 1 8%
Engineering 1 8%
Unknown 3 25%