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Mendeley readers
Chapter title |
Gamification for Education: Designing a Pharmacy Education Game
|
---|---|
Chapter number | 12 |
Book title |
Artificial Life and Computational Intelligence
|
Published by |
Springer, Cham, February 2015
|
DOI | 10.1007/978-3-319-14803-8_12 |
Book ISBNs |
978-3-31-914802-1, 978-3-31-914803-8
|
Authors |
Geoffrey Hookham, Keith Nesbitt, Joyce Cooper, Hayley Croft, Rohan Rasiah |
Mendeley readers
The data shown below were compiled from readership statistics for 70 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Spain | 2 | 3% |
Finland | 1 | 1% |
South Africa | 1 | 1% |
Mexico | 1 | 1% |
Canada | 1 | 1% |
Unknown | 64 | 91% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 12 | 17% |
Student > Master | 11 | 16% |
Researcher | 8 | 11% |
Student > Bachelor | 7 | 10% |
Student > Doctoral Student | 5 | 7% |
Other | 13 | 19% |
Unknown | 14 | 20% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 18 | 26% |
Social Sciences | 8 | 11% |
Medicine and Dentistry | 5 | 7% |
Business, Management and Accounting | 5 | 7% |
Pharmacology, Toxicology and Pharmaceutical Science | 3 | 4% |
Other | 13 | 19% |
Unknown | 18 | 26% |