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The effectiveness of using in-game cards as reward

Overview of attention for article published in Research and Practice in Technology Enhanced Learning, August 2017
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81 Mendeley
Title
The effectiveness of using in-game cards as reward
Published in
Research and Practice in Technology Enhanced Learning, August 2017
DOI 10.1186/s41039-017-0054-8
Pubmed ID
Authors

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

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X Demographics

The data shown below were collected from the profile of 1 X user 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 81 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 81 100%

Demographic breakdown

Readers by professional status Count As %
Lecturer 6 7%
Student > Doctoral Student 6 7%
Lecturer > Senior Lecturer 5 6%
Student > Master 5 6%
Student > Bachelor 4 5%
Other 13 16%
Unknown 42 52%
Readers by discipline Count As %
Social Sciences 7 9%
Psychology 7 9%
Computer Science 5 6%
Arts and Humanities 4 5%
Agricultural and Biological Sciences 2 2%
Other 13 16%
Unknown 43 53%