SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Current Developments in Big Data and Sustainability Sciences in Mobile Citizen Science Applications
7 references·2 citing·24 second hop
Current Developments in Big Data and Sustainability Sciences in Mobile Citizen Science Applications (2015)Current Developments in Big Data and Sust…GeoTagger (2014)GeoTaggerUsing gamification to inspire new citizen science volunteers (2013)Using gamification to inspire…“I want to be a captain! I want to be a captain!” (2013)“I want to be a captain! I wa…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …Fool's Gold: A Critical Look at Computers in Childhood. (2000)Fool's Gold: A Critical Look …Human Computer Interaction (1993)Human Computer InteractionActivating Data through Eco-Didactic Design in the Public Realm: Enabling Sustainable Development in Cities (2021)Activating Data through Eco-D…Geotagger: A collaborative environmental inquiry platform (2015)Geotagger: A collaborative en…Active learning : creating excitement in the classroom (1991)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Using thematic analysis in psychology (2006)Gamification. using game-design elements in non-gaming contexts (2011)Because science is awesome (2016)An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism (2020)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Playing (with) Democracy: A Review of Gamified Participation Approaches (2016)Adaptive gamification in Collaborative systems, a systematic mapping study (2020)Constructionism : research reports and essays, 1985-1990 (1991)The hidden persuaders (1962)Principles of Critical Discourse Analysis (1993)Cities and the Creative Class (2005)The Technologisation of Childhood? Young Children and Technology in the Home (2008)young children’s play in online virtual worlds (2010)Technology and interactive media as tools in early childhood programs serving children from birth through age 8 (2013)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)Occupational Stress in Human Computer Interaction. (1999)The guessability of traffic signs: Effects of prospective-user factors and sign design features (2007)Digital rhetoric: theory, method, practice (2015)Gender Similarities and Differences (2013)
this work references cited by second hop

References

  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2000Fool's Gold: A Critical Look at Computers in Childhood.433 cited
  • 1993Human Computer Interaction317 cited
  • 2013Using gamification to inspire new citizen science volunteers164 cited
  • 2013“I want to be a captain! I want to be a captain!”98 cited
  • 2014GeoTagger16 cited

Cited by

  • 2015Geotagger: A collaborative environmental inquiry platform6 cited
  • 2021Activating Data through Eco-Didactic Design in the Public Realm: Enabling Sustainable Development in Cities5 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work