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Games and Learning Alliance

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

Table of Contents

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    Book Overview
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    Chapter 1 Data-Driven Design Decisions to Improve Game-Based Learning of Fractions
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    Chapter 2 Building a Game to Build Competencies
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    Chapter 3 Training of Spatial Abilities with Digital Games: Impact on Mathematics Performance of Primary School Students
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    Chapter 4 BeeSmart: A Gesture-Based Videogame to Support Literacy and Eye-Hand Coordination of Children with Down Syndrome
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    Chapter 5 Sinbad and the Magic Cure: A Serious Game for Children with ASD and Auditory Hypersensitivity
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    Chapter 6 Identifying Different Persuasive Gaming Approaches for Cancer Patients
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    Chapter 7 Prosodiya – A Mobile Game for German Dyslexic Children
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    Chapter 8 A Spinal Column Exergame for Occupational Health Purposes
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    Chapter 9 Investigating Motivation in Gamification
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    Chapter 10 Students’ Choices
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    Chapter 11 Towards Implementing Gamification in MOOCs
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    Chapter 12 gMOOCs – Flow and Persuasion to Gamify MOOCs
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    Chapter 13 Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management
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    Chapter 14 OneUp Learning: A Course Gamification Platform
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    Chapter 15 Design Patterns for Augmented Reality Learning Games
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    Chapter 16 Learning by Imagining History: Staged Representations in Location-Based Augmented Reality
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    Chapter 17 A Game-Based Development Method of Experiential Learning for Aspiring Professionals
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    Chapter 18 Emotions Detection Through the Analysis of Physiological Information During Video Games Fruition
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    Chapter 19 Design of a Component-Based Mobile Learning Game Authoring Tool
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    Chapter 20 Investigating the Design and Evaluation of Educational Games Under the Perspective of Player Experience
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    Chapter 21 The Effect of Uncertainty and Quality Perception on the Usage of Forecasting Tools – A Game Based Analysis
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    Chapter 22 Exploring Context-Aware Activities to Enhance the Learning Experience
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    Chapter 23 Erratum to: Emotions Detection Through the Analysis of Physiological Information During Video Games Fruition
Attention for Chapter 22: Exploring Context-Aware Activities to Enhance the Learning Experience
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Chapter title
Exploring Context-Aware Activities to Enhance the Learning Experience
Chapter number 22
Book title
Games and Learning Alliance
Published by
Springer, Cham, December 2017
DOI 10.1007/978-3-319-71940-5_22
Book ISBNs
978-3-31-971939-9, 978-3-31-971940-5
Authors

Jannicke Baalsrud Hauge, Ioana Andreea Stefan, Antoniu Stefan, Massimiliano Cazzaniga, Pau Yanez, Tomasz Skupinski, Francois Mohier

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X Demographics

The data shown below were collected from the profiles of 5 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 15 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 15 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 2 13%
Student > Master 2 13%
Researcher 2 13%
Student > Ph. D. Student 2 13%
Lecturer 1 7%
Other 2 13%
Unknown 4 27%
Readers by discipline Count As %
Computer Science 6 40%
Engineering 2 13%
Arts and Humanities 1 7%
Social Sciences 1 7%
Economics, Econometrics and Finance 1 7%
Other 0 0%
Unknown 4 27%