DAGNINO, FRANCESCA MARIA
 Distribuzione geografica
Continente #
AS - Asia 2.262
NA - Nord America 1.650
EU - Europa 831
SA - Sud America 346
AF - Africa 39
OC - Oceania 4
Totale 5.132
Nazione #
US - Stati Uniti d'America 1.571
SG - Singapore 1.000
CN - Cina 477
IT - Italia 360
BR - Brasile 283
HK - Hong Kong 250
VN - Vietnam 209
FR - Francia 167
JP - Giappone 71
KR - Corea 71
DE - Germania 65
NL - Olanda 57
FI - Finlandia 40
IN - India 39
GB - Regno Unito 34
MX - Messico 32
CA - Canada 26
AR - Argentina 23
BD - Bangladesh 22
ES - Italia 17
IQ - Iraq 16
ID - Indonesia 13
IL - Israele 13
AT - Austria 12
TR - Turchia 11
UZ - Uzbekistan 11
PK - Pakistan 10
IE - Irlanda 9
MA - Marocco 9
PL - Polonia 9
CR - Costa Rica 8
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
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
MY - Malesia 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
UA - Ucraina 2
AL - Albania 1
BG - Bulgaria 1
BH - Bahrain 1
BN - Brunei Darussalam 1
BO - Bolivia 1
BZ - Belize 1
CD - Congo 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
SK - Slovacchia (Repubblica Slovacca) 1
SN - Senegal 1
SV - El Salvador 1
Totale 5.131
Città #
Santa Clara 655
Singapore 569
Hong Kong 242
Ashburn 217
San Jose 186
Hefei 153
Beijing 137
Lauterbourg 92
Los Angeles 67
Ho Chi Minh City 65
Seoul 65
Tokyo 54
Hanoi 49
Florence 46
Milan 42
Genoa 39
Dallas 32
Rome 31
Frankfurt am Main 27
São Paulo 27
New York 26
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
Dublin 9
Lappeenranta 9
Arcola 8
Baghdad 8
Bengaluru 8
Brooklyn 8
London 8
Porto Alegre 8
Warsaw 8
Belo Horizonte 7
Casablanca 7
Fort Worth 7
Hải Dương 7
San José 7
Toronto 7
Baldissero Torinese 6
Dhaka 6
Houston 6
Montreal 6
Phoenix 6
Santo André 6
Secaucus 6
Vienna 6
Conselheiro Lafaiete 5
Curitiba 5
Düsseldorf 5
Haiphong 5
Johannesburg 5
Montevideo 5
Ninh Bình 5
Sala Baganza 5
Salvador 5
Stockholm 5
Turin 5
Vinh 5
Volta Redonda 5
Atlanta 4
Biên Hòa 4
Boardman 4
Bologna 4
Brasília 4
Buenos Aires 4
Cairo 4
Campinas 4
Cleveland 4
Denver 4
Guarulhos 4
Jakarta 4
Lucca 4
Manaus 4
Munich 4
Quilmes 4
Quito 4
Ravenna 4
Thái Bình 4
Treviso 4
Venice 4
Zhuhai 4
Ankara 3
Asunción 3
Athens 3
Augsburg 3
Totale 3.358
Nome #
Etica, videogiochi e gamification 214
Communicating about the Pandemic in Early Childhood: The Alt-Er 2.0 Platform 97
Ethical Issues in Gaming: A Literature Review 85
Serious Games and the Development of an Entrepreneurial Mindset in Higher Education Engineering Students 84
Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style 83
Piattaforma Futurelab 81
Fostering reflection through automatic feedback in MOOCs: a strategy leveraging on participants' Self-Regulated Learning skills 79
Supporting teachers' self- reflection and professional development with gamification 78
Designing a course for stimulating entrepreneurship in higher education through serious games 77
Aspects of a field experience in Entrepreneurship Education 77
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education. 74
A dashboard to monitor self-regulated learning behaviours in online professional development 73
La classe ibrida inclusiva: un ponte tra scuola in ospedale, istruzione domiciliare e scuola tradizionale 71
Gamifying a Platform for Natural Sciences Education in Primary School 70
Teacher Professional Development on Social Inclusion: The PLEIADE Approach 69
Italian Hospital Teachers' Perceptions of Technological and Methodological Innovations after the COVID-19 Pandemic 69
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) 69
Final Research Report. Gaming Horizons Deliverable 1.8 68
Addressing Key Challenges in Intangible Cultural Heritage Education (Reprinted) 68
The eSG Project: a Blended Learning Model for Teaching Entrepreneurship Through Serious Games 66
ANALISI E SINTESI DEI RISULTATI DI RICERCA DEL PROGETTO CLIPSO 64
A.FOR.D.ID Area FORmativa Dinamica per l’Istruzione Domiciliare 64
Closing the "learning design lifecycle" with the Pedagogical Planner 63
A manifesto for European Video Games 61
Supporting teacher's professional development on inclusive learning design: a case study of an Erasmus+ project 61
Enhancing Home Education in Italian Context: Teachers' Perception of a Hybrid Inclusive Classroom 61
Supporting the 'whole learning design life-cycle' through the pedagogical planner 61
Automatic feedback, self-regulated learning and social comparison: a case study 61
Data collection workshops. Gaming Horizons Deliverable 3.1 60
Intangible Cultural Heritage: Towards collaborative planning of educational interventions 59
Library not found: The disconnect between gaming research and development 58
Supporting and representing Learning Design with digital tools: in between guidance and flexibility 57
An Innovative e-Learning Approach to Nurse Training 57
Exploring the Impact of the COVID-19 Pandemic on Italy's School-in-Hospital (SiHo) Services: The Teachers' Perspective 54
Inclusive pedagogy in practice: the point of view of teachers 54
Games and Learning: Potential and Limitations from the Players' Point of View 54
The distant Horizon: Investigating the relationship between social sciences academic research and game development 53
Immesion's Impact on Performance in a Spatial Reasoning Task 52
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE: REPORT INTERMEDIO II ANNO 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
First Report on User Requirements Identification and Analysis 50
Report on interviews with experts and informants. Gaming Horizons Deliverable D2.3. 50
Designing Serious Games for ICH Education 50
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations 49
Approaches to Collaborative Game Making for Fostering 21st Century Skills 49
A gamified short course for promoting entrepreneurship among ICT engeneering students 48
Innovative technologies for intangible cultural heritage education and preservation: the case of i-Treasures 47
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform 46
Meeting players where they are: Digital games and learning ecologies 46
Serious Games to Support Learning of Rare 'Intangible' Cultural Expressions 46
An integrated platform supporting Intangible Cultural Heritage learning and transmission: definition of requirements and evaluation criteria 46
A gamified collaborative course in entrepreneurship: Focus on objectives and tools 46
Report on analysis of educational scenarios 45
Pleiade: A Playful and Participatory Approach to Teacher Professional Development on Social Inclusion 45
Educazione all'imprenditorialità: spunti di riflessione 45
Designing Collaborative Learning Activities with an Augmented LD Tool 45
D2.3 - Second Report on User Requirements Identification and Analysis 45
An Italian Pilot Experience in Game Making for Learning 44
Gaming Horizons: un progetto sui videogiochi nella società e nell'educazione 44
Percorso informativo sull'Istruzione Domiciliare nel contesto ligure 44
Novel 3D Game - like Applications driven by body interactions for learning specific forms of Intangible Cultural Heritage 44
MAGICAL Project Deliverable 6.2 - Analysis of pupils' performance & attitudes 43
Exploring the "Intangible" through ICT 43
The i-Treasures project: capturing the intangible through Information and Communication Technologies 43
The role of supporting technologies in a mixed methods research design 42
The short and long-term impact of the Covid-19 pandemic on children in early childhood and the restorative potential of communication and creativity 42
Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore 42
eSG - Entrepreneurship through Serious Games 42
A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing: "Human Beat Box" 42
Systematic Review and Methodological Framework. Gaming Horizons Deliverable D2.1 42
Feedback Automatico nei MOOC: Il Contributo della teoria sull'Autoregolazione dell'Apprendimento e delle Tecniche di Learning Analytics. 41
Second Report on User Requirements Identification and Analysis - FP7 i-Treasures Deliverable 2.3 41
Editorial. Children's Learning with Digital Technologies 41
Framing the development of a gamified app for M-health and well-being 39
MAGICAL Deliverable D3.3 Pedagogical planner 38
Going beyond preservation: how to support technology-enhanced learning in ICH education 38
Investigating the "MAGICAL" Effects of Game Building on the Development of 21st Century Skills 37
Gamifying teacher professional development: an experience with collaborative learning design 34
A CO-DESIGN FRAMEWORK FOR INTERPROFESSIONAL LESSON PLANNING IN HEALTHCARE EDUCATION: THE TEAMCARE PILOT TEACHER TRAINING EXPERIENCE 33
Learner Collaboration in Digital Game Making: An Emerging Trend 33
Tecnologie dell'informazione e comunicazione e didattica del patrimonio culturale immateriale: opportunità e sfide 33
Come si insegna l'italiano lingua seconda nella scuola? Un'indagine sull'uso delle tecnologie 32
Approfondimento storico e nuove tecnologie: il laboratorio didattico "Noi e gli Altri" 31
ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY 31
MAking Games In CollaborAtion for Learning (MAGICAL) Progress Report 30
Learning through Game Making: an HCI Perspective 30
Exploring teachers' needs and the existing barriers to the adoption of Learning Design methods and tools: A literature survey 30
ICT resources, immigrant students and the teaching of Italian as a Second Language (L2): a survey 30
Addressing key challenges in Intangible Cultural Heritage education 30
ICT resources and language learning: results of a survey on the actual use of ICT in teaching Italian as a second language 29
Review of the book "Tecnologie, formazione e didattica" 29
MAGICAL D1.1 Project Management Brief 29
Uso della tecnologia per progettare l integrazione e per condividere modelli e metodi educativi: riflessioni sull 'esperienza PROGESIS 29
Magical 29
Scenarios for the Cultural Expansion of Games. Gaming Horizons Deliverable 3.2 28
Digital games and learning 27
Italiani allo specchio tra storia e attualità: una proposta didattica per lavorare sul tema dell'immigrazione araverso le tecnologie 27
i-Treasures and Intangible Cultural Heritage Education 27
Studio di validazione di una bateria di prove per la valutazione del pensiero logico e strategico 26
Totale 5.147
Categoria #
all - tutte 17.956
article - articoli 5.765
book - libri 171
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 2.274
Totale 26.166


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
2025/20263.064 214 194 196 458 670 222 489 141 145 203 132 0
Totale 5.222