Serious Games and Edutainment Applications
Springer International Publishing
Chapter title |
Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory
|
---|---|
Chapter number | 22 |
Book title |
Serious Games and Edutainment Applications
|
Published by |
Springer International Publishing, March 2017
|
DOI | 10.1007/978-3-319-51645-5_22 |
Book ISBNs |
978-3-31-951643-1, 978-3-31-951645-5
|
Authors |
Rob van Roy, Bieke Zaman, van Roy, Rob, Zaman, Bieke |
Editors |
Minhua Ma, Andreas Oikonomou |
Country | Count | As % |
---|---|---|
Italy | 2 | 100% |
Type | Count | As % |
---|---|---|
Members of the public | 1 | 50% |
Scientists | 1 | 50% |
Country | Count | As % |
---|---|---|
Spain | 1 | <1% |
Unknown | 242 | 100% |
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 39 | 16% |
Student > Master | 38 | 16% |
Student > Bachelor | 21 | 9% |
Researcher | 18 | 7% |
Lecturer | 14 | 6% |
Other | 46 | 19% |
Unknown | 67 | 28% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 40 | 16% |
Social Sciences | 26 | 11% |
Business, Management and Accounting | 16 | 7% |
Psychology | 14 | 6% |
Medicine and Dentistry | 12 | 5% |
Other | 55 | 23% |
Unknown | 80 | 33% |