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 |
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.
Geographical breakdown
Country | Count | As % |
---|---|---|
United Kingdom | 1 | 100% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 1 | 100% |
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% |