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Gamification in Learning and Education

Overview of attention for book
Attention for Chapter 11: Gamification Cases in STEM Education
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Readers on

mendeley
40 Mendeley
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Chapter title
Gamification Cases in STEM Education
Chapter number 11
Book title
Gamification in Learning and Education
Published by
Springer, Cham, September 2017
DOI 10.1007/978-3-319-47283-6_11
Book ISBNs
978-3-31-947282-9, 978-3-31-947283-6
Authors

Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton

Timeline

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 40 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 40 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 10 25%
Student > Master 6 15%
Lecturer 4 10%
Professor > Associate Professor 2 5%
Other 1 3%
Other 4 10%
Unknown 13 33%
Readers by discipline Count As %
Social Sciences 6 15%
Psychology 4 10%
Business, Management and Accounting 4 10%
Computer Science 4 10%
Physics and Astronomy 2 5%
Other 5 13%
Unknown 15 38%