Title |
Towards a motivational design? Connecting gamification user types and online learning activities
|
---|---|
Published in |
Research and Practice in Technology Enhanced Learning, January 2020
|
DOI | 10.1186/s41039-019-0121-4 |
Authors |
Klaudia Bovermann, Theo J. Bastiaens |
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.
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 3 | 100% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 3 | 100% |
Mendeley readers
The data shown below were compiled from readership statistics for 425 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 425 | 100% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Master | 50 | 12% |
Lecturer | 48 | 11% |
Student > Bachelor | 38 | 9% |
Student > Ph. D. Student | 33 | 8% |
Researcher | 23 | 5% |
Other | 63 | 15% |
Unknown | 170 | 40% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 57 | 13% |
Social Sciences | 41 | 10% |
Arts and Humanities | 31 | 7% |
Business, Management and Accounting | 28 | 7% |
Engineering | 15 | 4% |
Other | 70 | 16% |
Unknown | 183 | 43% |