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X Demographics
Mendeley readers
Chapter title |
Dynamical Model for Gamification: Optimization of Four Primary Factors of Learning Games for Educational Effectiveness
|
---|---|
Chapter number | 4 |
Book title |
Computer Applications for Graphics, Grid Computing, and Industrial Environment
|
Published in |
Communications in Computer and Information Science, January 2012
|
DOI | 10.1007/978-3-642-35600-1_4 |
Book ISBNs |
978-3-64-235599-8, 978-3-64-235600-1
|
Authors |
Jung Tae Kim, Won-Hyung Lee, Kim, Jung Tae, Lee, Won-Hyung |
Editors |
Tai-hoon Kim, Hyun-seob Cho, Osvaldo Gervasi, Stephen S. Yau |
X Demographics
The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Geographical breakdown
Country | Count | As % |
---|---|---|
United States | 1 | 100% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 1 | 100% |
Mendeley readers
The data shown below were compiled from readership statistics for 109 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Brazil | 4 | 4% |
Netherlands | 1 | <1% |
Australia | 1 | <1% |
Norway | 1 | <1% |
Finland | 1 | <1% |
United States | 1 | <1% |
Unknown | 100 | 92% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 26 | 24% |
Student > Master | 21 | 19% |
Student > Bachelor | 11 | 10% |
Student > Postgraduate | 10 | 9% |
Researcher | 6 | 6% |
Other | 19 | 17% |
Unknown | 16 | 15% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 37 | 34% |
Social Sciences | 14 | 13% |
Business, Management and Accounting | 11 | 10% |
Engineering | 8 | 7% |
Psychology | 4 | 4% |
Other | 15 | 14% |
Unknown | 20 | 18% |