↓ Skip to main content

Learning and Collaboration Technologies

Overview of attention for book
Cover of 'Learning and Collaboration Technologies'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 An Eye-Tracking Analysis of Spatial Contiguity Effect in Educational Animations
  3. Altmetric Badge
    Chapter 2 Audio Cues: Can Sound Be Worth a Hundred Words?
  4. Altmetric Badge
    Chapter 3 Using Augmented Reality Technology in Assisting English Learning for Primary School Students
  5. Altmetric Badge
    Chapter 4 G-NETS – Gesture-Based Nursing Educational Training Support System
  6. Altmetric Badge
    Chapter 5 Dual-Coding Strategy for the Chinese Characters Learners: Chinese PCS Editor
  7. Altmetric Badge
    Chapter 6 Exploring Student Interactions: Learning Analytics Tools for Student Tracking
  8. Altmetric Badge
    Chapter 7 Assessments of User Centered Design Framework for M-learning Application Development
  9. Altmetric Badge
    Chapter 8 Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD)
  10. Altmetric Badge
    Chapter 9 Prediction of Learner Native Language by Writing Error Pattern
  11. Altmetric Badge
    Chapter 10 An Exploration of Mobile Collaborative Writing Interface Design
  12. Altmetric Badge
    Chapter 11 A Tablet-Based Lego Mindstorms Programming Environment for Children
  13. Altmetric Badge
    Chapter 12 Voice-Based Computer Mediated Communication for Individual Practice to Increase Speaking Proficiency: Construction and Pilot Study
  14. Altmetric Badge
    Chapter 13 Supporting the Development of Computational Thinking: A Robotic Platform Controlled by Smartphone
  15. Altmetric Badge
    Chapter 14 The Use of Augmented Reality Interfaces for On-site Crisis Preparedness
  16. Altmetric Badge
    Chapter 15 Design and Implementation of Novel Word Learning System “Überall”
  17. Altmetric Badge
    Chapter 16 Design Solutions for Interactive Multi-video Multimedia Learning Objects
  18. Altmetric Badge
    Chapter 17 Automatic Pronunciation Error Detection and Feedback Generation for CALL Applications
  19. Altmetric Badge
    Chapter 18 Feedback in Computer-Based Concept Mapping Tools: A Short Review
  20. Altmetric Badge
    Chapter 19 Model for Detecting Student Difficulties in Solving Formative Assessments
  21. Altmetric Badge
    Chapter 20 Enhancing the Learner’s Performance Analysis Using SMEUS Semantic E-learning System and Business Intelligence Technologies
  22. Altmetric Badge
    Chapter 21 Creation of Meaningful-Learning and Continuous Evaluation Education System
  23. Altmetric Badge
    Chapter 22 A Computational Model to Determine Desirability of Events Based on Personality for Performance Motivational Orientation Learners
  24. Altmetric Badge
    Chapter 23 Recommendation Engine for an Online Drill System
  25. Altmetric Badge
    Chapter 24 Usability of Educational Technology APIs: Findings and Guidelines
  26. Altmetric Badge
    Chapter 25 Ontological Design to Support Cognitive Plasticity for Creative Immersive Experience in Computer Aided Learning
  27. Altmetric Badge
    Chapter 26 The Potential Use of the Flexilevel Test in Providing Personalised Mobile E-Assessments
  28. Altmetric Badge
    Chapter 27 Supporting Golf Coaching and Swing Instruction with Computer-Based Training Systems
  29. Altmetric Badge
    Chapter 28 A Student-Centered Hybrid Recommender System to Provide Relevant Learning Objects from Repositories
  30. Altmetric Badge
    Chapter 29 Adaptive and Personalized Educational Ubiquitous Multi-Agent System Using Context-Awareness Services and Mobile Devices
  31. Altmetric Badge
    Chapter 30 Math and Motion: A (Coursera) MOOC to Rethink Math Assessment
  32. Altmetric Badge
    Chapter 31 A Notification and Recommender Mobile App for Educational Online Discussion: A Design Research Approach
  33. Altmetric Badge
    Chapter 32 Generating Quizzes for History Learning Based on Wikipedia Articles
  34. Altmetric Badge
    Chapter 33 Construction of Educative Micro-Worlds to Build Students’ Creativity in Terms of Their Own Self-Learning
  35. Altmetric Badge
    Chapter 34 The Effect of Metaphoric Gestures on Schematic Understanding of Instruction Performed by a Pedagogical Conversational Agent
  36. Altmetric Badge
    Chapter 35 Designing Pedagogical Agents to Evoke Emotional States in Online Tutoring Investigating the Influence of Animated Characters
  37. Altmetric Badge
    Chapter 36 Contextualization of Archaeological Findings Using Virtual Worlds. Issues on Design and Implementation of a Multiuser Enabled Virtual Museum
  38. Altmetric Badge
    Chapter 37 Enhancing the Learning Success of Engineering Students by Virtual Experiments
  39. Altmetric Badge
    Chapter 38 The Learning Effect of Augmented Reality Training in a Computer-Based Simulation Environment
  40. Altmetric Badge
    Chapter 39 Virtual Music Teacher for New Music Learners with Optical Music Recognition
  41. Altmetric Badge
    Chapter 40 The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach)
  42. Altmetric Badge
    Chapter 41 CyberPLAYce, A Cyber-Physical-Spatial Storytelling Tool: Results from an Empirical Study with 8-10-Year-Old Storytellers
  43. Altmetric Badge
    Chapter 42 What Do My Colleagues Know? Dealing with Cognitive Complexity in Organizations Through Visualizations
  44. Altmetric Badge
    Chapter 43 From Formal to Informal 3D Learning. Assesment of Users in the Education
  45. Altmetric Badge
    Chapter 44 Evolution of the Conversation and Knowledge Acquisition in Social Networks Related to a MOOC Course
  46. Altmetric Badge
    Chapter 45 CATALYST: Technology-Assisted Collaborative and Experiential Learning for School Students
  47. Altmetric Badge
    Chapter 46 A Study to Activate Communication by Using SNS on Mobile Phone
  48. Altmetric Badge
    Chapter 47 Collaborative Tablet PC the System for Self-Active Awareness in a Dormitory Environment
  49. Altmetric Badge
    Chapter 48 A Knowledge Management System to Classify Social Educational Resources Within a Subject Using Teamwork Techniques
  50. Altmetric Badge
    Chapter 49 Let’s Play, Video Streams, and the Evolution of New Digital Literacy
  51. Altmetric Badge
    Chapter 50 Human-Human Interaction Modeling of Trainer
  52. Altmetric Badge
    Chapter 51 A Platform for Supporting the Development of Mixed Reality Environments for Educational Games
  53. Altmetric Badge
    Chapter 52 Can Games Motivate Urban Youth for Civic Engagement?
  54. Altmetric Badge
    Chapter 53 H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site
  55. Altmetric Badge
    Chapter 54 Developing an Educational Game for Art Education - Gesture Recognition-Based Performance Guidance for Mozart’s Opera Magic Flute
  56. Altmetric Badge
    Chapter 55 Learning and Collaboration Technologies
  57. Altmetric Badge
    Chapter 56 Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System
  58. Altmetric Badge
    Chapter 57 Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage
  59. Altmetric Badge
    Chapter 58 Inspecting Quality of Games Designed for Learning Programming
  60. Altmetric Badge
    Chapter 59 E-Learning and Serious Games
  61. Altmetric Badge
    Chapter 60 Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games
  62. Altmetric Badge
    Chapter 61 Just-in-Case or Just-in-Time Training? – Excerpts from a Doctoral Research Study
  63. Altmetric Badge
    Chapter 62 Users and Technologies in Education: A Pending Course
  64. Altmetric Badge
    Chapter 63 Free Software User Interfaces: Usability and Aesthetics
  65. Altmetric Badge
    Chapter 64 Impacting the Digital Divide on a Global Scale - Six Case Studies from Three Continents
  66. Altmetric Badge
    Chapter 65 Differentiation of Student Perceptions for Online Courses, Over Time
  67. Altmetric Badge
    Chapter 66 The Future of Electronic Textbooks from a User Perspective
  68. Altmetric Badge
    Chapter 67 Out of Classroom Instruction in the Flipped Classroom: The Tough Task of Engaging the Students
  69. Altmetric Badge
    Chapter 68 Understanding Nomophobia: A Modern Age Phobia Among College Students
Attention for Chapter 44: Evolution of the Conversation and Knowledge Acquisition in Social Networks Related to a MOOC Course
Altmetric Badge

About this Attention Score

  • Good Attention Score compared to outputs of the same age (66th percentile)
  • High Attention Score compared to outputs of the same age and source (84th percentile)

Mentioned by

twitter
5 X users

Readers on

mendeley
54 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Chapter title
Evolution of the Conversation and Knowledge Acquisition in Social Networks Related to a MOOC Course
Chapter number 44
Book title
Learning and Collaboration Technologies
Published in
Lecture notes in computer science, August 2015
DOI 10.1007/978-3-319-20609-7_44
Book ISBNs
978-3-31-920608-0, 978-3-31-920609-7
Authors

Francisco J. García-Peñalvo, Juan Cruz-Benito, Oriol Borrás-Gené, Ángel Fidalgo Blanco, García-Peñalvo, Francisco J., Cruz-Benito, Juan, Borrás-Gené, Oriol, Blanco, Ángel Fidalgo

X Demographics

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 54 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 3 6%
Finland 1 2%
United States 1 2%
Unknown 49 91%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 12 22%
Student > Master 10 19%
Lecturer 5 9%
Researcher 4 7%
Student > Bachelor 3 6%
Other 14 26%
Unknown 6 11%
Readers by discipline Count As %
Computer Science 16 30%
Social Sciences 10 19%
Business, Management and Accounting 5 9%
Engineering 4 7%
Psychology 2 4%
Other 8 15%
Unknown 9 17%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 4. 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 01 February 2016.
All research outputs
#7,414,335
of 22,842,950 outputs
Outputs from Lecture notes in computer science
#2,474
of 8,126 outputs
Outputs of similar age
#88,423
of 264,455 outputs
Outputs of similar age from Lecture notes in computer science
#50
of 321 outputs
Altmetric has tracked 22,842,950 research outputs across all sources so far. This one has received more attention than most of these and is in the 67th percentile.
So far Altmetric has tracked 8,126 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 69% of its peers.
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 264,455 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 66% of its contemporaries.
We're also able to compare this research output to 321 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 84% of its contemporaries.