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Hybrid Learning. Theory and Practice

Overview of attention for book
Cover of 'Hybrid Learning. Theory and Practice'

Table of Contents

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    Book Overview
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    Chapter 1 The Present and the Prospect: How Far Away Are They from Blended Learning?
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    Chapter 2 Is “MOOC-Mania” over?
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    Chapter 3 A Kinet-Affective Learning Model for Experiential Learning in Smart Ambience
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    Chapter 4 The Effect of Hybrid Learning in Vocational Education Based on Cloud Space: Taking the Vocational Education Cyber-Platform as an Example
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    Chapter 5 Study on the Interactions in Classroom of the Future
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    Chapter 6 Reconstructing New Space for Teaching and Learning: The Future Classroom
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    Chapter 7 An Empirical Study of Leveraging Information Technology in Business through Flexible Learning, Project and Problem-Based Learning, and Cross-Disciplinary Learning
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    Chapter 8 A Practical Research of Hybrid Learning Mode in Teaching and Research Activities
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    Chapter 9 The Context of Blended Learning: The TIPS Blended Learning Model
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    Chapter 10 Is the Flipped Classroom Model Effective in the Perspectives of Students’ Perceptions and Benefits?
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    Chapter 11 Myths to Burst about Hybrid Learning
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    Chapter 12 Trends of Cloud Computing in Education
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    Chapter 13 Research and Application on Web2.0-Based Sharing Modes of Curriculum Resources
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    Chapter 14 The Development of an Augmented Reality Framework for Constructing Circuit Learning Aids
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    Chapter 15 A Mahjong-Like Game of English Vocabulary Spelling
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    Chapter 16 Factors Influencing Trust and Acceptance of Electronic Sand Tables for Higher Business Education
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    Chapter 17 Hybrid Learning. Theory and Practice
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    Chapter 18 An Editable Multi-media Authoring eBook System for Mobile Learning
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    Chapter 19 A Review on the Development of an Online Platform for Open Textbooks
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    Chapter 20 Developing Knowledge Clusters in a Supportive Learning Environment
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    Chapter 21 Forms of Instruction and Students’ Preferences - A Comparative Study
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    Chapter 22 Borderless Education: InterUniversity Study – Successful Students’ Feedback
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    Chapter 23 Creating and Delivering Learning Materials for Mobile Phones - Our Findings in Japan
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    Chapter 24 Instructional Design and Practice of Problem-Based Collaborative Knowledge Building under Network Environment
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    Chapter 25 Personalized-Adaptive Learning – A Model for CIT Curricula
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    Chapter 26 A Critical Analysis of the Studies on Fostering Creativity through Game-Based Learning*
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    Chapter 27 Exploring Interpersonal Relationship and Growth Need Strength on Knowledge Sharing in Social Media
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    Chapter 28 The Analysis of Classroom Teaching Behavior Based on Knowledge Building
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    Chapter 29 Evaluation of Learning Website: A Social Network Perspective
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    Chapter 30 Chinese Composition Teachers’ Commentary Styles and Patterns in a Tablet-Based Marking Environment
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    Chapter 31 An Empirical Research on Teachers’ Self-Efficacy in Distance Learning
Attention for Chapter 15: A Mahjong-Like Game of English Vocabulary Spelling
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Chapter title
A Mahjong-Like Game of English Vocabulary Spelling
Chapter number 15
Book title
Hybrid Learning. Theory and Practice
Published in
Lecture notes in computer science, August 2014
DOI 10.1007/978-3-319-08961-4_15
Book ISBNs
978-3-31-908960-7, 978-3-31-908961-4
Authors

Cheng-Yu Tsai, Jenq-Muh Hsu, Hung-Hsu Tsai, Pao-Ta Yu, Wen-Feng Huang

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 7 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 7 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 29%
Professor 1 14%
Other 1 14%
Student > Master 1 14%
Unknown 2 29%
Readers by discipline Count As %
Computer Science 3 43%
Arts and Humanities 1 14%
Psychology 1 14%
Unknown 2 29%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 18 February 2015.
All research outputs
#18,401,176
of 22,792,160 outputs
Outputs from Lecture notes in computer science
#6,007
of 8,127 outputs
Outputs of similar age
#164,462
of 230,568 outputs
Outputs of similar age from Lecture notes in computer science
#179
of 246 outputs
Altmetric has tracked 22,792,160 research outputs across all sources so far. This one is in the 11th percentile – i.e., 11% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,127 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 14th percentile – i.e., 14% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 230,568 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 15th percentile – i.e., 15% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 246 others from the same source and published within six weeks on either side of this one. This one is in the 11th percentile – i.e., 11% of its contemporaries scored the same or lower than it.