学术界的游戏化

IF 11.1 3区 计算机科学 Q1 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Communications of the ACM Pub Date : 2023-10-20 DOI:10.1145/3625253
Sean Flaherty, Gregg Gordon
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引用次数: 0

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玩弄体制。
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The Gamification of Academia
Gaming the system.
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来源期刊
Communications of the ACM
Communications of the ACM 工程技术-计算机:理论方法
CiteScore
16.10
自引率
0.40%
发文量
276
审稿时长
6-12 weeks
期刊介绍: Communications of the ACM is the leading print and online publication for the computing and information technology fields. Read by computing''s leading professionals worldwide, Communications is recognized as the most trusted and knowledgeable source of industry information for today’s computing professional. Following the traditions of the Communications print magazine, which each month brings its readership of over 100,000 ACM members in-depth coverage of emerging areas of computer science, new trends in information technology, and practical applications, the Communications website brings topical and informative news and material to computing professionals each business day. ACM''s membership includes the IT industry''s most respected leaders and decision makers. Industry leaders have for more than 50 years used the monthly Communications of the ACM magazine as a platform to present and debate various technology implications, public policies, engineering challenges, and market trends. The Communications website continues that practice.
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