DAGNINO, FRANCESCA MARIA
 Distribuzione geografica
Continente #
AS - Asia 1.869
NA - Nord America 1.214
EU - Europa 579
SA - Sud America 326
AF - Africa 33
OC - Oceania 2
Totale 4.023
Nazione #
US - Stati Uniti d'America 1.147
SG - Singapore 902
CN - Cina 401
BR - Brasile 269
IT - Italia 266
HK - Hong Kong 220
VN - Vietnam 108
KR - Corea 69
DE - Germania 58
FR - Francia 54
NL - Olanda 53
FI - Finlandia 37
IN - India 31
GB - Regno Unito 30
MX - Messico 30
AR - Argentina 21
CA - Canada 21
JP - Giappone 21
BD - Bangladesh 16
ES - Italia 15
IL - Israele 12
IQ - Iraq 12
AT - Austria 11
ID - Indonesia 11
UZ - Uzbekistan 9
GR - Grecia 8
MA - Marocco 8
PL - Polonia 8
TR - Turchia 8
ZA - Sudafrica 8
CR - Costa Rica 7
EC - Ecuador 7
PK - Pakistan 7
CO - Colombia 6
IE - Irlanda 6
SE - Svezia 6
TW - Taiwan 6
UY - Uruguay 6
EG - Egitto 5
PY - Paraguay 5
RU - Federazione Russa 5
NP - Nepal 4
PE - Perù 4
PT - Portogallo 4
SA - Arabia Saudita 4
TT - Trinidad e Tobago 4
VE - Venezuela 4
CH - Svizzera 3
CL - Cile 3
CY - Cipro 3
DZ - Algeria 3
MY - Malesia 3
TN - Tunisia 3
AE - Emirati Arabi Uniti 2
AU - Australia 2
AZ - Azerbaigian 2
DO - Repubblica Dominicana 2
IR - Iran 2
JO - Giordania 2
KG - Kirghizistan 2
KZ - Kazakistan 2
LB - Libano 2
LT - Lituania 2
LU - Lussemburgo 2
RO - Romania 2
AL - Albania 1
AO - Angola 1
BE - Belgio 1
BG - Bulgaria 1
BN - Brunei Darussalam 1
BO - Bolivia 1
CD - Congo 1
EE - Estonia 1
GT - Guatemala 1
HR - Croazia 1
KE - Kenya 1
LC - Santa Lucia 1
LK - Sri Lanka 1
MK - Macedonia 1
MM - Myanmar 1
MN - Mongolia 1
NG - Nigeria 1
OM - Oman 1
PH - Filippine 1
PS - Palestinian Territory 1
RS - Serbia 1
SK - Slovacchia (Repubblica Slovacca) 1
SN - Senegal 1
SV - El Salvador 1
TH - Thailandia 1
UA - Ucraina 1
UG - Uganda 1
Totale 4.023
Città #
Santa Clara 649
Singapore 514
Hong Kong 217
Hefei 153
Ashburn 137
Beijing 130
Seoul 65
Milan 42
Dallas 31
Los Angeles 31
Hanoi 29
Ho Chi Minh City 29
Rome 28
Genoa 25
São Paulo 24
Frankfurt am Main 22
Helsinki 16
Mexico City 15
New York 15
Nuremberg 14
Guangzhou 12
Shanghai 12
Rio de Janeiro 11
Turku 11
Cavallino 10
Minamishinagawa 10
Lappeenranta 9
Naples 9
Amsterdam 8
Arcola 8
Bengaluru 8
Brooklyn 8
Buffalo 8
Porto Alegre 8
Tashkent 8
Belo Horizonte 7
Da Nang 7
Orem 7
San José 7
Tokyo 7
Warsaw 7
Baghdad 6
Baldissero Torinese 6
Casablanca 6
Dhaka 6
Dublin 6
Fort Worth 6
Phoenix 6
Santo André 6
Secaucus 6
Toronto 6
Chennai 5
Conselheiro Lafaiete 5
Curitiba 5
Düsseldorf 5
Hải Dương 5
Johannesburg 5
Lauterbourg 5
London 5
Montevideo 5
Sala Baganza 5
Salvador 5
Turin 5
Vienna 5
Volta Redonda 5
Atlanta 4
Brasília 4
Buenos Aires 4
Campinas 4
Cleveland 4
Denver 4
Guarulhos 4
Jakarta 4
Manaus 4
Montreal 4
Munich 4
Quilmes 4
Quito 4
Stockholm 4
Treviso 4
Venice 4
Vinh 4
Ankara 3
Asunción 3
Athens 3
Augsburg 3
Biên Hòa 3
Boardman 3
Boston 3
Brescia 3
Cairo 3
Cape Town 3
Caraguatatuba 3
Cernusco sul Naviglio 3
Chicago 3
Corinaldo 3
Duque de Caxias 3
Florence 3
Goiânia 3
Haiphong 3
Totale 2.620
Nome #
Etica, videogiochi e gamification 190
Serious Games and the Development of an Entrepreneurial Mindset in Higher Education Engineering Students 78
Communicating about the Pandemic in Early Childhood: The Alt-Er 2.0 Platform 74
Supporting teachers' self- reflection and professional development with gamification 70
Designing a course for stimulating entrepreneurship in higher education through serious games 69
Fostering reflection through automatic feedback in MOOCs: a strategy leveraging on participants' Self-Regulated Learning skills 67
Piattaforma Futurelab 65
Aspects of a field experience in Entrepreneurship Education 62
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education. 62
Ethical Issues in Gaming: A Literature Review 62
A dashboard to monitor self-regulated learning behaviours in online professional development 62
Final Research Report. Gaming Horizons Deliverable 1.8 58
Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style 58
Addressing Key Challenges in Intangible Cultural Heritage Education (Reprinted) 58
La classe ibrida inclusiva: un ponte tra scuola in ospedale, istruzione domiciliare e scuola tradizionale 58
Data collection workshops. Gaming Horizons Deliverable 3.1 55
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) 54
A manifesto for European Video Games 53
Italian Hospital Teachers' Perceptions of Technological and Methodological Innovations after the COVID-19 Pandemic 53
Supporting the 'whole learning design life-cycle' through the pedagogical planner 52
Automatic feedback, self-regulated learning and social comparison: a case study 50
Intangible Cultural Heritage: Towards collaborative planning of educational interventions 49
Gamifying a Platform for Natural Sciences Education in Primary School 49
Enhancing Home Education in Italian Context: Teachers' Perception of a Hybrid Inclusive Classroom 48
Closing the "learning design lifecycle" with the Pedagogical Planner 47
Teacher Professional Development on Social Inclusion: The PLEIADE Approach 47
ANALISI E SINTESI DEI RISULTATI DI RICERCA DEL PROGETTO CLIPSO 47
An Innovative e-Learning Approach to Nurse Training 47
Supporting and representing Learning Design with digital tools: in between guidance and flexibility 46
First Report on User Requirements Identification and Analysis 45
A.FOR.D.ID Area FORmativa Dinamica per l’Istruzione Domiciliare 45
Exploring the Impact of the COVID-19 Pandemic on Italy's School-in-Hospital (SiHo) Services: The Teachers' Perspective 44
Immesion's Impact on Performance in a Spatial Reasoning Task 44
The eSG Project: a Blended Learning Model for Teaching Entrepreneurship Through Serious Games 43
Supporting teacher's professional development on inclusive learning design: a case study of an Erasmus+ project 43
The distant Horizon: Investigating the relationship between social sciences academic research and game development 43
An Italian Pilot Experience in Game Making for Learning 41
Approaches to Collaborative Game Making for Fostering 21st Century Skills 41
Report on interviews with experts and informants. Gaming Horizons Deliverable D2.3. 40
Report on analysis of educational scenarios 40
Gaming Horizons: un progetto sui videogiochi nella società e nell'educazione 40
Inclusive pedagogy in practice: the point of view of teachers 38
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE: REPORT INTERMEDIO II ANNO 38
Serious Games design: reflections from an experience in the field of Intangible Cultural Heritage education 38
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE :REPORT INTERMEDIO III ANNO 38
Games and Learning: Potential and Limitations from the Players' Point of View 38
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform 37
The i-Treasures project: capturing the intangible through Information and Communication Technologies 37
Designing Serious Games for ICH Education 37
Serious Games to Support Learning of Rare 'Intangible' Cultural Expressions 37
MAGICAL Project Deliverable 6.2 - Analysis of pupils' performance & attitudes 36
eSG - Entrepreneurship through Serious Games 36
Library not found: The disconnect between gaming research and development 36
A gamified short course for promoting entrepreneurship among ICT engeneering students 36
Systematic Review and Methodological Framework. Gaming Horizons Deliverable D2.1 36
Feedback Automatico nei MOOC: Il Contributo della teoria sull'Autoregolazione dell'Apprendimento e delle Tecniche di Learning Analytics. 35
Pleiade: A Playful and Participatory Approach to Teacher Professional Development on Social Inclusion 35
Educazione all'imprenditorialità: spunti di riflessione 35
The short and long-term impact of the Covid-19 pandemic on children in early childhood and the restorative potential of communication and creativity 35
Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore 35
Exploring the "Intangible" through ICT 35
An integrated platform supporting Intangible Cultural Heritage learning and transmission: definition of requirements and evaluation criteria 35
A gamified collaborative course in entrepreneurship: Focus on objectives and tools 35
The role of supporting technologies in a mixed methods research design 34
Meeting players where they are: Digital games and learning ecologies 34
D2.3 - Second Report on User Requirements Identification and Analysis 34
Novel 3D Game - like Applications driven by body interactions for learning specific forms of Intangible Cultural Heritage 34
Innovative technologies for intangible cultural heritage education and preservation: the case of i-Treasures 33
Designing Collaborative Learning Activities with an Augmented LD Tool 33
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations 33
A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing: "Human Beat Box" 33
MAGICAL Deliverable D3.3 Pedagogical planner 32
Investigating the "MAGICAL" Effects of Game Building on the Development of 21st Century Skills 32
Second Report on User Requirements Identification and Analysis - FP7 i-Treasures Deliverable 2.3 32
Going beyond preservation: how to support technology-enhanced learning in ICH education 30
Tecnologie dell'informazione e comunicazione e didattica del patrimonio culturale immateriale: opportunità e sfide 30
Editorial. Children's Learning with Digital Technologies 27
ICT resources and language learning: results of a survey on the actual use of ICT in teaching Italian as a second language 26
MAking Games In CollaborAtion for Learning (MAGICAL) Progress Report 25
Approfondimento storico e nuove tecnologie: il laboratorio didattico "Noi e gli Altri" 25
MAGICAL D1.1 Project Management Brief 25
ICT resources, immigrant students and the teaching of Italian as a Second Language (L2): a survey 25
Uso della tecnologia per progettare l integrazione e per condividere modelli e metodi educativi: riflessioni sull 'esperienza PROGESIS 25
Framing the development of a gamified app for M-health and well-being 25
Exploring teachers' needs and the existing barriers to the adoption of Learning Design methods and tools: A literature survey 24
Gamifying teacher professional development: an experience with collaborative learning design 24
Addressing key challenges in Intangible Cultural Heritage education 24
i-Treasures and Intangible Cultural Heritage Education 23
Learner Collaboration in Digital Game Making: An Emerging Trend 23
Digital games and learning 22
Review of the book "Tecnologie, formazione e didattica" 22
Uso delle tecnologie nella didattica della lingua seconda:un'indagine nella scuola dell'obbligo 22
Magical 22
Come si insegna l'italiano lingua seconda nella scuola? Un'indagine sull'uso delle tecnologie 22
Scenarios for the Cultural Expansion of Games. Gaming Horizons Deliverable 3.2 22
ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY 22
Italiani allo specchio tra storia e attualità: una proposta didattica per lavorare sul tema dell'immigrazione araverso le tecnologie 21
Studio di validazione di una bateria di prove per la valutazione del pensiero logico e strategico 20
PROGESIS 19
Learning through Game Making: an HCI Perspective 18
Totale 4.074
Categoria #
all - tutte 15.331
article - articoli 4.959
book - libri 153
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 1.978
Totale 22.421


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
2025/20261.941 214 194 196 458 670 209 0 0 0 0 0 0
Totale 4.099