↓ Skip to main content

Transactions on Edutainment III

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

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study
  3. Altmetric Badge
    Chapter 2 Doing It Right: Combining Edutainment Format Development and Research
  4. Altmetric Badge
    Chapter 3 Edutainment Robotics as Learning Tool
  5. Altmetric Badge
    Chapter 4 SoundTag: RFID Based Wearable Computer Play Tool for Children
  6. Altmetric Badge
    Chapter 5 A Comparison between Drill-Based and Game-Based Typing Software
  7. Altmetric Badge
    Chapter 6 Widget-Based Simulator for Testing Smart Space
  8. Altmetric Badge
    Chapter 7 Entertaining Education – Using Games-Based and Service-Oriented Learning to Improve STEM Education
  9. Altmetric Badge
    Chapter 8 Learning English through Serious Games – Reflections on Teacher and Learner Performance
  10. Altmetric Badge
    Chapter 9 Motivational Factors in Educational MMORPGs: Some Implications for Education
  11. Altmetric Badge
    Chapter 10 A Distributed Multi-agent Architecture in Simulation Based Medical Training
  12. Altmetric Badge
    Chapter 11 Designing a Trading Card Game as Educational Reward System to Improve Students’ Learning Motivations
  13. Altmetric Badge
    Chapter 12 Sketch Learning Environment with Diagnosis and Drawing Guidance from Rough Form to Detailed Contour Form
  14. Altmetric Badge
    Chapter 13 Application of Visualization in Virtual Endoscopy System
  15. Altmetric Badge
    Chapter 14 Design and Implementation of Virtual Museum Based on Web3D
  16. Altmetric Badge
    Chapter 15 Large Area Interactive Browsing for High Resolution Digitized Dunhuang Murals
  17. Altmetric Badge
    Chapter 16 Research of Autonomous Active Control for Virtual Human Based on Emotion-Driven Model
  18. Altmetric Badge
    Chapter 17 An XML-Based Interface Customization Model in Digital Museum
  19. Altmetric Badge
    Chapter 18 Animation as an Aid for Higher Education Computing Teaching
  20. Altmetric Badge
    Chapter 19 Bringing Integrated Multimedia Content into Virtual Reality Environments
  21. Altmetric Badge
    Chapter 20 Virtual Reality House for Rehabilitation of Aphasic Clients
  22. Altmetric Badge
    Chapter 21 Investigating the Effects of Educational Game with Wii Remote on Outcomes of Learning
  23. Altmetric Badge
    Chapter 22 Using Computer Games for Youth Development
Overall attention for this book and its chapters
Altmetric Badge

About this Attention Score

  • Average Attention Score compared to outputs of the same age and source

Mentioned by

twitter
3 X users

Readers on

mendeley
25 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.
Title
Transactions on Edutainment III
Published by
Lecture notes in computer science, January 2009
DOI 10.1007/978-3-642-11245-4
ISBNs
978-3-64-211244-7, 978-3-64-211245-4
Editors

Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Maiga Chang

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 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 25 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 4%
Germany 1 4%
United Kingdom 1 4%
Turkey 1 4%
Unknown 21 84%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 9 36%
Researcher 5 20%
Student > Bachelor 4 16%
Student > Doctoral Student 4 16%
Student > Master 3 12%
Other 4 16%
Readers by discipline Count As %
Social Sciences 10 40%
Computer Science 7 28%
Engineering 5 20%
Business, Management and Accounting 1 4%
Agricultural and Biological Sciences 1 4%
Other 5 20%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. 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 20 January 2016.
All research outputs
#13,105,726
of 22,844,985 outputs
Outputs from Lecture notes in computer science
#3,906
of 8,126 outputs
Outputs of similar age
#137,075
of 169,340 outputs
Outputs of similar age from Lecture notes in computer science
#96
of 177 outputs
Altmetric has tracked 22,844,985 research outputs across all sources so far. This one is in the 42nd percentile – i.e., 42% of other outputs scored the same or lower than it.
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 51% 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 169,340 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 18th percentile – i.e., 18% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 177 others from the same source and published within six weeks on either side of this one. This one is in the 45th percentile – i.e., 45% of its contemporaries scored the same or lower than it.