Digitale Lernwelten – Serious Games und Gamification
Springer Fachmedien Wiesbaden
Title |
Digitale Lernwelten – Serious Games und Gamification
|
---|---|
Published by |
Springer Fachmedien Wiesbaden, January 2022
|
DOI | 10.1007/978-3-658-35059-8 |
ISBNs |
978-3-65-835058-1, 978-3-65-835059-8
|
Editors |
Wolfgang Becker, Maren Metz |
Country | Count | As % |
---|---|---|
Turkey | 2 | 17% |
Unknown | 10 | 83% |
Type | Count | As % |
---|---|---|
Members of the public | 10 | 83% |
Science communicators (journalists, bloggers, editors) | 1 | 8% |
Scientists | 1 | 8% |
Country | Count | As % |
---|---|---|
Unknown | 24 | 100% |
Readers by professional status | Count | As % |
---|---|---|
Student > Bachelor | 4 | 17% |
Student > Master | 4 | 17% |
Student > Ph. D. Student | 1 | 4% |
Lecturer | 1 | 4% |
Professor > Associate Professor | 1 | 4% |
Other | 1 | 4% |
Unknown | 12 | 50% |
Readers by discipline | Count | As % |
---|---|---|
Business, Management and Accounting | 2 | 8% |
Psychology | 2 | 8% |
Engineering | 2 | 8% |
Computer Science | 2 | 8% |
Arts and Humanities | 1 | 4% |
Other | 3 | 13% |
Unknown | 12 | 50% |