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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Overview of attention for book
Attention for Chapter 6: Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges
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10 Mendeley
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Chapter title
Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges
Chapter number 6
Book title
Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030
Published by
Springer, Cham, January 2023
DOI 10.1007/978-3-031-27639-2_6
Book ISBNs
978-3-03-127638-5, 978-3-03-127639-2
Authors

Palomino, Paula, Rodrigues, Luiz, Toda, Armando, Isotani, Seiji

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 10 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 10 100%

Demographic breakdown

Readers by professional status Count As %
Professor 1 10%
Professor > Associate Professor 1 10%
Lecturer > Senior Lecturer 1 10%
Unknown 7 70%
Readers by discipline Count As %
Computer Science 2 20%
Business, Management and Accounting 1 10%
Unknown 7 70%