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Games and Learning Alliance

Overview of attention for book
Cover of 'Games and Learning Alliance'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Sustainable Competence Development of Business Students: Effectiveness of Using Serious Games
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    Chapter 2 The Design of an Augmented Reality Collaborative Game for Sustainable Development
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    Chapter 3 Designing Virtual River: A Serious Gaming Environment to Collaboratively Explore Management Strategies in River and Floodplain Maintenance
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    Chapter 4 A Game-Based Approach to Examining Students’ Conceptual Knowledge of Fractions
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    Chapter 5 EyeMath: Identifying Mathematics Problem Solving Processes in a RTS Video Game
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    Chapter 6 Building Arduino-Based Tangible Serious Games for Elementary Mathematics and Physics
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    Chapter 7 Database Engineering Game
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    Chapter 8 Effects of a 3D Virtual Reality Neurofeedback Scenario on User Experience and Performance in Stroke Patients
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    Chapter 9 Looking for Metacognition
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    Chapter 10 Evaluating a Gaming System for Cognitive Screening and Sleep Duration Assessment of Elderly Players: A Pilot Study
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    Chapter 11 Introducing the Fling – An Innovative Serious Game to Train Behavioral Control in Adolescents: Protocol of a Randomized Controlled Trial
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    Chapter 12 Social Agents for Learning in Virtual Environments
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    Chapter 13 EscapED: Adapting Live-Action, Interactive Games to Support Higher Education Teaching and Learning Practices
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    Chapter 14 Parsifal a Game Opera
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    Chapter 15 Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation
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    Chapter 16 SOA Applied: Engineering Software as Processing Unit of a Serious Game
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    Chapter 17 Serious Gaming in Airport Management: Transformation from a Validation Tool to a Learning Environment
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    Chapter 18 Using Comparative Behavior Analysis to Improve the Impact of Serious Games on Students’ Learning Experience
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    Chapter 19 Immersion’s Impact on Performance in a Spatial Reasoning Task
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    Chapter 20 On the Impact of the Dominant Intelligences of Players on Learning Outcome and Game Experience in Educational Games: The TrueBiters Case
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    Chapter 21 The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development
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    Chapter 22 A Semantic Frame Approach to Support Serious Game Design
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    Chapter 23 The Game Jam as a Format for Formal Applied Game Design and Development Education
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    Chapter 24 Analyzing Gamification of “Duolingo” with Focus on Its Course Structure
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    Chapter 25 Mobile Learning Game Authoring Tools: Assessment, Synthesis and Proposals
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    Chapter 26 Interest in and Willingness to Pay for Mobile Applications in Museums
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    Chapter 27 Gamification of Car Driver Performance
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    Chapter 28 Designing Working Memory Games for Elderly
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    Chapter 29 ACMUS: Comparative Assessment of a Musical Multimedia Tool
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    Chapter 30 Serious Games: Valuable Tools for Cultural Heritage
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    Chapter 31 Let’s DEsign for MOtivation (DEMO)
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    Chapter 32 Exploring the Relation Between Game Experience and Game Mechanics for Bodily-Kinesthetic Players
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    Chapter 33 To Recall to Play in the Street: A Critical Review of the Transformation of the Game Concept, Importance and Place of Game in Children’s World
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    Chapter 34 Towards Computer-Supported Self-debriefing of a Serious Game Against Cyber Bullying
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    Chapter 35 An Approach to Entertainment Tuning in RPGs: Case Study Using Diablo III and Trails of Cold Steel
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    Chapter 36 A Generic Model for Emotional AI in Real-Time Multiplayer Fighting Games
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    Chapter 37 Gamification and Scrabble
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    Chapter 38 Proposal of a Serious Game to Help Prevent Dementia
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    Chapter 39 Towards a Human Machine Interface Concept for Performance Improvement of Cycling
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    Chapter 40 Development of a Serious Game for the Elderly (Title: ‘Paldokangsan4’)
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    Chapter 41 A Neuroscience Based Approach to Game Based Learning Design
Attention for Chapter 24: Analyzing Gamification of “Duolingo” with Focus on Its Course Structure
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About this Attention Score

  • Above-average Attention Score compared to outputs of the same age (54th percentile)
  • Average Attention Score compared to outputs of the same age and source

Mentioned by

wikipedia
3 Wikipedia pages

Citations

dimensions_citation
4 Dimensions

Readers on

mendeley
163 Mendeley
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Chapter title
Analyzing Gamification of “Duolingo” with Focus on Its Course Structure
Chapter number 24
Book title
Games and Learning Alliance
Published in
Lecture notes in computer science, November 2016
DOI 10.1007/978-3-319-50182-6_24
Book ISBNs
978-3-31-950181-9, 978-3-31-950182-6
Authors

Duy Huynh, Long Zuo, Hiroyuki Iida, Duy Huynh, Long Zuo, Hiroyuki Iida, Huynh, Duy, Zuo, Long, Iida, Hiroyuki

Editors

Rosa Bottino, Johan Jeuring, Remco C. Veltkamp

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 163 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Finland 1 <1%
Spain 1 <1%
Unknown 161 99%

Demographic breakdown

Readers by professional status Count As %
Student > Master 39 24%
Student > Bachelor 26 16%
Student > Ph. D. Student 13 8%
Lecturer 4 2%
Student > Doctoral Student 4 2%
Other 13 8%
Unknown 64 39%
Readers by discipline Count As %
Computer Science 30 18%
Business, Management and Accounting 9 6%
Linguistics 8 5%
Engineering 8 5%
Arts and Humanities 8 5%
Other 29 18%
Unknown 71 44%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 05 January 2024.
All research outputs
#7,492,850
of 22,903,988 outputs
Outputs from Lecture notes in computer science
#2,488
of 8,129 outputs
Outputs of similar age
#137,423
of 415,123 outputs
Outputs of similar age from Lecture notes in computer science
#114
of 275 outputs
Altmetric has tracked 22,903,988 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,129 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 54% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 415,123 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 54% of its contemporaries.
We're also able to compare this research output to 275 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 50% of its contemporaries.