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Transactions on Edutainment I

Overview of attention for book
Cover of 'Transactions on Edutainment I'

Table of Contents

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    Book Overview
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    Chapter 1 Designing an Educational Game: Case Study of ’Europe 2045’
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    Chapter 2 Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patient
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    Chapter 3 A Haptic Virtual Environment for Molecular Chemistry Education
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    Chapter 4 ARGarden: Augmented Edutainment System with a Learning Companion
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    Chapter 5 Developing a Digital Game-Based Situated Learning System for Ocean Ecology
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    Chapter 6 A Pen-Based 3D Role Modeling Tool for Children
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    Chapter 7 A Reusable Eduventure Game Framework
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    Chapter 8 Construction and Evaluation of a Robot Dance System
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    Chapter 9 Transactions on Edutainment I
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    Chapter 10 Interacting with Augmented Assets in Cultural Tourism
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    Chapter 11 Interactive Storytelling: Approaches and Techniques to Achieve Dynamic Stories
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    Chapter 12 Behavioural Reactive Agents to Define Personality Traits in the Videogame Überpong
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    Chapter 13 ’Killer Phrases’: Design Steps for a Game with Digital Role-Playing Agents
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    Chapter 14 From Pencil to Magic Wand: Tangibles as Gateways to Virtual Stories
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    Chapter 15 Game-Based Learning with Computers – Learning, Simulations, and Games
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    Chapter 16 Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment
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    Chapter 17 Interactive Media Authoring Systems
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    Chapter 18 A Review of Using Virtual Reality for Learning
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    Chapter 19 The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual Reality
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    Chapter 20 Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment
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    Chapter 21 VR Bio X Games
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    Chapter 22 Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations
Attention for Chapter 15: Game-Based Learning with Computers – Learning, Simulations, and Games
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Citations

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Readers on

mendeley
108 Mendeley
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2 CiteULike
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Chapter title
Game-Based Learning with Computers – Learning, Simulations, and Games
Chapter number 15
Book title
Transactions on Edutainment I
Published by
Springer, Berlin, Heidelberg, January 2008
DOI 10.1007/978-3-540-69744-2_15
Book ISBNs
978-3-54-069737-4, 978-3-54-069744-2
Authors

Alke Martens, Holger Diener, Steffen Malo, Martens, Alke, Diener, Holger, Malo, Steffen

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 108 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 2 2%
Canada 2 2%
Netherlands 1 <1%
Brazil 1 <1%
Austria 1 <1%
Finland 1 <1%
South Africa 1 <1%
Unknown 99 92%

Demographic breakdown

Readers by professional status Count As %
Student > Master 20 19%
Student > Bachelor 15 14%
Student > Ph. D. Student 13 12%
Researcher 12 11%
Other 8 7%
Other 23 21%
Unknown 17 16%
Readers by discipline Count As %
Computer Science 38 35%
Social Sciences 19 18%
Psychology 7 6%
Business, Management and Accounting 5 5%
Environmental Science 4 4%
Other 16 15%
Unknown 19 18%