DAGNINO, FRANCESCA MARIA
 Distribuzione geografica
Continente #
AS - Asia 2.274
NA - Nord America 1.777
EU - Europa 863
SA - Sud America 348
AF - Africa 40
OC - Oceania 4
Totale 5.306
Nazione #
US - Stati Uniti d'America 1.690
SG - Singapore 1.002
CN - Cina 477
IT - Italia 382
BR - Brasile 283
HK - Hong Kong 250
VN - Vietnam 209
FR - Francia 167
JP - Giappone 75
KR - Corea 71
DE - Germania 65
NL - Olanda 58
GB - Regno Unito 43
FI - Finlandia 40
IN - India 39
MX - Messico 32
CA - Canada 30
BD - Bangladesh 26
AR - Argentina 25
ES - Italia 17
IQ - Iraq 16
ID - Indonesia 14
IL - Israele 13
AT - Austria 12
TR - Turchia 11
UZ - Uzbekistan 11
CR - Costa Rica 10
PK - Pakistan 10
IE - Irlanda 9
MA - Marocco 9
PL - Polonia 9
EC - Ecuador 8
GR - Grecia 8
SE - Svezia 8
ZA - Sudafrica 8
RO - Romania 7
VE - Venezuela 7
CO - Colombia 6
EG - Egitto 6
TW - Taiwan 6
UY - Uruguay 6
NP - Nepal 5
PY - Paraguay 5
RU - Federazione Russa 5
SA - Arabia Saudita 5
AU - Australia 4
DZ - Algeria 4
MY - Malesia 4
PE - Perù 4
PT - Portogallo 4
TN - Tunisia 4
TT - Trinidad e Tobago 4
CH - Svizzera 3
CL - Cile 3
CY - Cipro 3
HR - Croazia 3
NO - Norvegia 3
PH - Filippine 3
TH - Thailandia 3
AE - Emirati Arabi Uniti 2
AO - Angola 2
AZ - Azerbaigian 2
BE - Belgio 2
DO - Repubblica Dominicana 2
IR - Iran 2
JM - Giamaica 2
JO - Giordania 2
KE - Kenya 2
KG - Kirghizistan 2
KZ - Kazakistan 2
LB - Libano 2
LT - Lituania 2
LU - Lussemburgo 2
MT - Malta 2
RS - Serbia 2
SV - El Salvador 2
UA - Ucraina 2
AL - Albania 1
BB - Barbados 1
BG - Bulgaria 1
BH - Bahrain 1
BN - Brunei Darussalam 1
BO - Bolivia 1
BZ - Belize 1
CD - Congo 1
CM - Camerun 1
DK - Danimarca 1
EE - Estonia 1
GT - Guatemala 1
HN - Honduras 1
LC - Santa Lucia 1
LK - Sri Lanka 1
LV - Lettonia 1
MK - Macedonia 1
MM - Myanmar 1
MN - Mongolia 1
NG - Nigeria 1
OM - Oman 1
PS - Palestinian Territory 1
SI - Slovenia 1
Totale 5.303
Città #
Santa Clara 658
Singapore 569
Ashburn 249
Hong Kong 242
San Jose 198
Hefei 153
Beijing 137
Lauterbourg 92
Los Angeles 71
Ho Chi Minh City 65
Seoul 65
Tokyo 58
Hanoi 49
Florence 48
Milan 45
Genoa 42
Dallas 34
Rome 34
New York 31
Frankfurt am Main 27
São Paulo 27
Helsinki 18
Council Bluffs 17
Mexico City 15
Guangzhou 14
Nuremberg 14
Shanghai 14
Da Nang 13
Buffalo 11
Orem 11
Rio de Janeiro 11
Turku 11
Cavallino 10
Chennai 10
Minamishinagawa 10
Naples 10
Tashkent 10
Amsterdam 9
Cardiff 9
Dublin 9
Lappeenranta 9
Arcola 8
Baghdad 8
Bengaluru 8
Brooklyn 8
London 8
Porto Alegre 8
San José 8
Warsaw 8
Belo Horizonte 7
Casablanca 7
Fort Worth 7
Houston 7
Hải Dương 7
Toronto 7
Turin 7
Baldissero Torinese 6
Boardman 6
Bologna 6
Buenos Aires 6
Denver 6
Dhaka 6
Montreal 6
Phoenix 6
Santo André 6
Secaucus 6
Vienna 6
Boston 5
Chicago 5
Conselheiro Lafaiete 5
Curitiba 5
Düsseldorf 5
Haiphong 5
Johannesburg 5
Montevideo 5
Ninh Bình 5
Sala Baganza 5
Salvador 5
Stockholm 5
Vinh 5
Volta Redonda 5
Atlanta 4
Biên Hòa 4
Brasília 4
Cairo 4
Campinas 4
Cleveland 4
Guarulhos 4
Jakarta 4
Lizzanello 4
Lucca 4
Manaus 4
Munich 4
Quilmes 4
Quito 4
Ravenna 4
Thái Bình 4
Treviso 4
Venice 4
Zhuhai 4
Totale 3.454
Nome #
Etica, videogiochi e gamification 218
Communicating about the Pandemic in Early Childhood: The Alt-Er 2.0 Platform 101
Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style 86
Ethical Issues in Gaming: A Literature Review 86
Serious Games and the Development of an Entrepreneurial Mindset in Higher Education Engineering Students 85
Piattaforma Futurelab 83
Fostering reflection through automatic feedback in MOOCs: a strategy leveraging on participants' Self-Regulated Learning skills 82
Designing a course for stimulating entrepreneurship in higher education through serious games 79
Aspects of a field experience in Entrepreneurship Education 79
Supporting teachers' self- reflection and professional development with gamification 78
A dashboard to monitor self-regulated learning behaviours in online professional development 76
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education. 75
The eSG Project: a Blended Learning Model for Teaching Entrepreneurship Through Serious Games 71
Addressing Key Challenges in Intangible Cultural Heritage Education (Reprinted) 71
Teacher Professional Development on Social Inclusion: The PLEIADE Approach 71
La classe ibrida inclusiva: un ponte tra scuola in ospedale, istruzione domiciliare e scuola tradizionale 71
Gamification and support to self-regulation as a means to promote practice sharing for teacher professional development (Ludificación y fomento de la autorregulación para incentivar el intercambio de prácticas docentes en el desarrollo profesional del profesorado) 70
Gamifying a Platform for Natural Sciences Education in Primary School 70
Italian Hospital Teachers' Perceptions of Technological and Methodological Innovations after the COVID-19 Pandemic 69
Final Research Report. Gaming Horizons Deliverable 1.8 68
A.FOR.D.ID Area FORmativa Dinamica per l’Istruzione Domiciliare 68
ANALISI E SINTESI DEI RISULTATI DI RICERCA DEL PROGETTO CLIPSO 66
Supporting teacher's professional development on inclusive learning design: a case study of an Erasmus+ project 66
A manifesto for European Video Games 64
Data collection workshops. Gaming Horizons Deliverable 3.1 63
Closing the "learning design lifecycle" with the Pedagogical Planner 63
Supporting the 'whole learning design life-cycle' through the pedagogical planner 62
Automatic feedback, self-regulated learning and social comparison: a case study 62
Enhancing Home Education in Italian Context: Teachers' Perception of a Hybrid Inclusive Classroom 61
Library not found: The disconnect between gaming research and development 60
Intangible Cultural Heritage: Towards collaborative planning of educational interventions 59
Supporting and representing Learning Design with digital tools: in between guidance and flexibility 58
Games and Learning: Potential and Limitations from the Players' Point of View 58
Inclusive pedagogy in practice: the point of view of teachers 57
An Innovative e-Learning Approach to Nurse Training 57
First Report on User Requirements Identification and Analysis 54
Exploring the Impact of the COVID-19 Pandemic on Italy's School-in-Hospital (SiHo) Services: The Teachers' Perspective 54
Immesion's Impact on Performance in a Spatial Reasoning Task 53
The distant Horizon: Investigating the relationship between social sciences academic research and game development 53
Innovative technologies for intangible cultural heritage education and preservation: the case of i-Treasures 52
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations 52
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE: REPORT INTERMEDIO II ANNO 52
Designing Serious Games for ICH Education 52
Serious Games to Support Learning of Rare 'Intangible' Cultural Expressions 52
Percorso informativo sull'Istruzione Domiciliare nel contesto ligure 52
A gamified short course for promoting entrepreneurship among ICT engeneering students 52
Serious Games design: reflections from an experience in the field of Intangible Cultural Heritage education 51
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE :REPORT INTERMEDIO III ANNO 51
Report on interviews with experts and informants. Gaming Horizons Deliverable D2.3. 50
A gamified collaborative course in entrepreneurship: Focus on objectives and tools 50
Approaches to Collaborative Game Making for Fostering 21st Century Skills 49
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform 48
Meeting players where they are: Digital games and learning ecologies 48
Report on analysis of educational scenarios 48
D2.3 - Second Report on User Requirements Identification and Analysis 47
An integrated platform supporting Intangible Cultural Heritage learning and transmission: definition of requirements and evaluation criteria 47
An Italian Pilot Experience in Game Making for Learning 46
MAGICAL Project Deliverable 6.2 - Analysis of pupils' performance & attitudes 46
Pleiade: A Playful and Participatory Approach to Teacher Professional Development on Social Inclusion 46
Educazione all'imprenditorialità: spunti di riflessione 46
Gaming Horizons: un progetto sui videogiochi nella società e nell'educazione 46
Exploring the "Intangible" through ICT 46
A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing: "Human Beat Box" 46
Designing Collaborative Learning Activities with an Augmented LD Tool 45
The i-Treasures project: capturing the intangible through Information and Communication Technologies 45
Novel 3D Game - like Applications driven by body interactions for learning specific forms of Intangible Cultural Heritage 45
The short and long-term impact of the Covid-19 pandemic on children in early childhood and the restorative potential of communication and creativity 43
Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore 43
eSG - Entrepreneurship through Serious Games 43
Second Report on User Requirements Identification and Analysis - FP7 i-Treasures Deliverable 2.3 43
The role of supporting technologies in a mixed methods research design 42
Feedback Automatico nei MOOC: Il Contributo della teoria sull'Autoregolazione dell'Apprendimento e delle Tecniche di Learning Analytics. 42
Systematic Review and Methodological Framework. Gaming Horizons Deliverable D2.1 42
Framing the development of a gamified app for M-health and well-being 41
Editorial. Children's Learning with Digital Technologies 41
MAGICAL Deliverable D3.3 Pedagogical planner 39
Going beyond preservation: how to support technology-enhanced learning in ICH education 39
Investigating the "MAGICAL" Effects of Game Building on the Development of 21st Century Skills 38
Learning through Game Making: an HCI Perspective 35
A CO-DESIGN FRAMEWORK FOR INTERPROFESSIONAL LESSON PLANNING IN HEALTHCARE EDUCATION: THE TEAMCARE PILOT TEACHER TRAINING EXPERIENCE 35
Gamifying teacher professional development: an experience with collaborative learning design 34
Learner Collaboration in Digital Game Making: An Emerging Trend 34
Tecnologie dell'informazione e comunicazione e didattica del patrimonio culturale immateriale: opportunità e sfide 33
Uso della tecnologia per progettare l integrazione e per condividere modelli e metodi educativi: riflessioni sull 'esperienza PROGESIS 32
Come si insegna l'italiano lingua seconda nella scuola? Un'indagine sull'uso delle tecnologie 32
ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY 32
Exploring teachers' needs and the existing barriers to the adoption of Learning Design methods and tools: A literature survey 31
Approfondimento storico e nuove tecnologie: il laboratorio didattico "Noi e gli Altri" 31
Addressing key challenges in Intangible Cultural Heritage education 31
Magical 31
MAking Games In CollaborAtion for Learning (MAGICAL) Progress Report 30
ICT resources and language learning: results of a survey on the actual use of ICT in teaching Italian as a second language 30
ICT resources, immigrant students and the teaching of Italian as a Second Language (L2): a survey 30
Review of the book "Tecnologie, formazione e didattica" 29
MAGICAL D1.1 Project Management Brief 29
i-Treasures and Intangible Cultural Heritage Education 29
Italiani allo specchio tra storia e attualità: una proposta didattica per lavorare sul tema dell'immigrazione araverso le tecnologie 28
Scenarios for the Cultural Expansion of Games. Gaming Horizons Deliverable 3.2 28
Digital games and learning 27
Uso delle tecnologie nella didattica della lingua seconda:un'indagine nella scuola dell'obbligo 27
Totale 5.311
Categoria #
all - tutte 19.896
article - articoli 6.354
book - libri 185
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 2.494
Totale 28.929


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2023/202467 0 0 0 0 0 0 0 0 0 0 64 3
2024/20252.091 8 15 150 69 583 143 46 99 105 99 427 347
2025/20263.163 214 194 196 458 670 222 489 141 145 203 176 55
2026/202781 81 0 0 0 0 0 0 0 0 0 0 0
Totale 5.402