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Learning in the Synergy of Multiple Disciplines

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Cover of 'Learning in the Synergy of Multiple Disciplines'

Table of Contents

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    Book Overview
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    Chapter 1 Making Sense of Sensemaking in the Digital World
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    Chapter 2 Towards an Interdisciplinary Design Science of Learning
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    Chapter 3 Use and Acquisition of Externalized Knowledge
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    Chapter 4 LAG 2.0: Refining a Reusable Adaptation Language and Improving on Its Authoring
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    Chapter 5 The Conceptual and Architectural Design of a System Supporting Exploratory Learning of Mathematics Generalisation
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    Chapter 6 Experience Structuring Factors Affecting Learning in Family Visits to Museums
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    Chapter 7 Personalisation of learning in virtual learning environments
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    Chapter 8 A New Framework for Dynamic Adaptations and Actions
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    Chapter 9 Getting to Know Your User – Unobtrusive User Model Maintenance within Work-Integrated Learning Environments
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    Chapter 10 Adaptive Navigation Support for Parameterized Questions in Object-Oriented Programming
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    Chapter 11 Automated Educational Course Metadata Generation Based on Semantics Discovery
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    Chapter 12 Searching for “People Like Me” in a Lifelong Learning System
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    Chapter 13 Metadata in Architecture Education - First Evaluation Results of the MACE System
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    Chapter 14 Phantom Tasks and Invisible Rubric: The Challenges of Remixing Learning Objects in the Wild
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    Chapter 15 Can Educators Develop Ontologies Using Ontology Extraction Tools: An End-User Study
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    Chapter 16 Sharing Distributed Resources in LearnWeb2.0
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    Chapter 17 SWeMoF: A Semantic Framework to Discover Patterns in Learning Networks
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    Chapter 18 Social Network Analysis of 45,000 Schools: A Case Study of Technology Enhanced Learning in Europe
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    Chapter 19 Analysis of Weblog-Based Facilitation of a Fully Online Cross-Cultural Collaborative Learning Course
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    Chapter 20 Sharing Corpora and Tools to Improve Interaction Analysis
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    Chapter 21 Distributed Awareness for Class Orchestration
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    Chapter 22 Remote Hands-On Experience: Distributed Collaboration with Augmented Reality
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    Chapter 23 A Comparison of Paper-Based and Online Annotations in the Workplace
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    Chapter 24 Learning by Foraging: The Impact of Social Tags on Knowledge Acquisition
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    Chapter 25 Assessing Collaboration Quality in Synchronous CSCL Problem-Solving Activities: Adaptation and Empirical Evaluation of a Rating Scheme
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    Chapter 26 Facilitate On-Line Teacher Know-How Transfer Using Knowledge Capitalization and Case Based Reasoning
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    Chapter 27 Edushare, a Step beyond Learning Platforms
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    Chapter 28 Design in Use of Services and Scenarios to Support Learning in Communities of Practice
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    Chapter 29 Creating an Innovative Palette of Services for Communities of Practice with Participatory Design
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    Chapter 30 NetLearn: Social Network Analysis and Visualizations for Learning
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    Chapter 31 Bridging Formal and Informal Learning – A Case Study on Students’ Perceptions of the Use of Social Networking Tools
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    Chapter 32 How to Get Proper Profiles? A Psychological Perspective on Social Networking Sites
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    Chapter 33 Collaborative Learning in Virtual Classroom Scenarios
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    Chapter 34 Review of Learning in Online Networks and Communities
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    Chapter 35 Self-profiling of Competences for the Digital Media Industry: An Exploratory Study
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    Chapter 36 PPdesigner: An Editor for Pedagogical Procedures
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    Chapter 37 Ontology Enrichment with Social Tags for eLearning
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    Chapter 38 How Much Assistance Is Helpful to Students in Discovery Learning?
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    Chapter 39 A Fruitful Meeting of a Pedagogical Method and a Collaborative Platform
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    Chapter 40 A Model of Retrospective Reflection in Project Based Learning Utilizing Historical Data in Collaborative Tools
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    Chapter 41 Fortress or Demi-Paradise? Implementing and Evaluating Problem-Based Learning in an Immersive World
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    Chapter 42 Project-Based Collaborative Learning Environment with Context-Aware Educational Services
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    Chapter 43 Constructing and Evaluating a Description Template for Teaching Methods
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    Chapter 44 Model and Tool to Clarify Intentions and Strategies in Learning Scenarios Design
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    Chapter 45 Users in the Driver’s Seat: A New Approach to Classifying Teaching Methods in a University Repository
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    Chapter 46 Generating Educational Interactive Stories in Computer Role-Playing Games
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    Chapter 47 CAMera for PLE
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    Chapter 48 Implementation and Evaluation of a Tool for Setting Goals in Self-regulated Learning with Web Resources
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    Chapter 49 The Impact of Prompting in Technology-Enhanced Learning as Moderated by Students’ Motivation and Metacognitive Skills
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    Chapter 50 Creating a Natural Environment for Synergy of Disciplines
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    Chapter 51 Informing the Design of Intelligent Support for ELE by Communication Capacity Tapering
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    Chapter 52 Automatic Analysis Assistant for Studies of Computer-Supported Human Interactions
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    Chapter 53 Real Walking in Virtual Learning Environments: Beyond the Advantage of Naturalness
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    Chapter 54 Guiding Learners in Learning Management Systems through Recommendations
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    Chapter 55 Supervising Distant Simulation-Based Practical Work: Environment and Experimentation
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    Chapter 56 Designing Failure to Encourage Success: Productive Failure in a Multi-user Virtual Environment to Solve Complex Problems
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    Chapter 57 Revisions of the Split-Attention Effect
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    Chapter 58 Grid Service-Based Benchmarking Tool for Computer Architecture Courses
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    Chapter 59 Supporting Virtual Reality in an Adaptive Web-Based Learning Environment
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    Chapter 60 A Model to Manage Learner’s Motivation: A Use-Case for an Academic Schooling Intelligent Assistant
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    Chapter 61 Supporting the Learning Dimension of Knowledge Work
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    Chapter 62 User-Adaptive Recommendation Techniques in Repositories of Learning Objects: Combining Long-Term and Short-Term Learning Goals
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    Chapter 63 Great Is the Enemy of Good: Is Perfecting Specific Courses Harmful to Global Curricula Performances?
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    Chapter 64 Evolution of Professional Ethics Courses from Web Supported Learning towards E-Learning 2.0
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    Chapter 65 Towards an Ontology for Supporting Communities of Practice of E-Learning “CoPEs”: A Conceptual Model
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    Chapter 66 Using Collaborative Techniques in Virtual Learning Communities
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    Chapter 67 Capturing Individual and Institutional Change: Exploring Horizontal versus Vertical Transitions in Technology-Rich Environments
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    Chapter 68 A Platform Based on Semantic Web and Web2.0 as Organizational Learning Support
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    Chapter 69 Erroneous Examples: A Preliminary Investigation into Learning Benefits
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    Chapter 70 Towards a Theory of Socio-technical Interactions
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    Chapter 71 Knowledge Maturing in the Semantic MediaWiki: A Design Study in Career Guidance
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    Chapter 72 Internet Self-efficacy and Behavior in Integrating the Internet into Instruction: A Study of Vocational High School Teachers in Taiwan
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    Chapter 73 Computer-Supported WebQuests
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    Chapter 74 A 3D History Class: A New Perspective for the Use of Computer Based Technology in History Classes
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    Chapter 75 Language-Driven, Technology-Enhanced Instructional Systems Design
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    Chapter 76 The Influence of Coalition Formation on Idea Selection in Dispersed Teams: A Game Theoretic Approach
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    Chapter 77 How to Support the Specification of Observation Needs by Instructional Designers: A Learning-Scenario-Centered Approach
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    Chapter 78 Using Third Party Services to Adapt Learning Material: A Case Study with Google Forms
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    Chapter 79 Virtual Worlds for Organization Learning and Communities of Practice
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    Chapter 80 A Methodology and Framework for the Semi-automatic Assembly of Learning Objects
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    Chapter 81 Search and Composition of Learning Objects in a Visual Environment
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    Chapter 82 A Framework to Author Educational Interactions for Geographical Web Applications
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    Chapter 83 Temporal Online Interactions Using Social Network Analysis
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    Chapter 84 Context-Aware Combination of Adapted User Profiles for Interchange of Knowledge between Peers
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    Chapter 85 ReMashed – Recommendations for Mash-Up Personal Learning Environments
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    Chapter 86 Hanse 1380 - A Learning Game for the German Maritime Museum
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    Chapter 87 A Linguistic Intelligent System for Technology Enhanced Learning in Vocational Training – The ILLU Project
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    Chapter 88 e3-Portfolio – Supporting and Assessing Project-Based Learning in Higher Education via E-Portfolios
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • Good Attention Score compared to outputs of the same age (75th percentile)
  • Good Attention Score compared to outputs of the same age and source (74th percentile)

Mentioned by

3 tweeters
4 Wikipedia pages


6 Dimensions

Readers on

103 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.
Learning in the Synergy of Multiple Disciplines
Published by
ADS, January 2009
DOI 10.1007/978-3-642-04636-0
978-3-64-204635-3, 978-3-64-204636-0

Ulrike Cress, Vania Dimitrova, Marcus Specht

Twitter Demographics

The data shown below were collected from the profiles of 3 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 103 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 4 4%
Germany 3 3%
United States 2 2%
France 2 2%
Colombia 1 <1%
Bulgaria 1 <1%
Ireland 1 <1%
Uruguay 1 <1%
Austria 1 <1%
Other 9 9%
Unknown 78 76%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 23 22%
Student > Master 15 15%
Researcher 13 13%
Professor 9 9%
Student > Bachelor 8 8%
Other 25 24%
Unknown 10 10%
Readers by discipline Count As %
Computer Science 50 49%
Social Sciences 13 13%
Psychology 4 4%
Design 4 4%
Agricultural and Biological Sciences 3 3%
Other 17 17%
Unknown 12 12%

Attention Score in Context

This research output has an Altmetric Attention Score of 6. 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 24 July 2021.
All research outputs
of 20,093,644 outputs
Outputs from ADS
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Outputs of similar age
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Outputs of similar age from ADS
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Altmetric has tracked 20,093,644 research outputs across all sources so far. Compared to these this one has done well and is in the 76th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 36,393 research outputs from this source. They receive a mean Attention Score of 4.4. This one has done well, scoring higher than 81% 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 278,226 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 75% of its contemporaries.
We're also able to compare this research output to 413 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 74% of its contemporaries.