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Transactions on Edutainment III

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Cover of 'Transactions on Edutainment III'

Table of Contents

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

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3 Dimensions

Readers on

mendeley
38 Mendeley
citeulike
1 CiteULike
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Chapter title
Designing a Trading Card Game as Educational Reward System to Improve Students’ Learning Motivations
Chapter number 11
Book title
Transactions on Edutainment III
Published by
Springer, Berlin, Heidelberg, January 2009
DOI 10.1007/978-3-642-11245-4_11
Book ISBNs
978-3-64-211244-7, 978-3-64-211245-4
Authors

Peayton Chen, Rita Kuo, Maiga Chang, Jia-Sheng Heh

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 38 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 1 3%
Germany 1 3%
Unknown 36 95%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 9 24%
Student > Master 4 11%
Researcher 4 11%
Student > Ph. D. Student 4 11%
Student > Doctoral Student 3 8%
Other 4 11%
Unknown 10 26%
Readers by discipline Count As %
Computer Science 9 24%
Social Sciences 6 16%
Design 3 8%
Psychology 3 8%
Engineering 2 5%
Other 5 13%
Unknown 10 26%