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Example of a learning pathway for the PEAPL project. Table 1 shows the possible values of the different variables. Table 2 shows how the difficulty index “D” is computed for each level of the game used in the pathway according to linguistic and didactic constraints.
PEAPL project Project reference : 2020-1-FR01-KA201-080620 EU grant : 449923 EUR
learning pathway, game-based learning, adaptive learning paths, primary school, personalized language learning
learning pathway, game-based learning, adaptive learning paths, primary school, personalized language learning
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 1 | |
popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
views | 15 | |
downloads | 12 |