DAGNINO, FRANCESCA MARIA
 Distribuzione geografica
Continente #
NA - Nord America 747
EU - Europa 274
AS - Asia 256
SA - Sud America 6
AF - Africa 2
Totale 1.285
Nazione #
US - Stati Uniti d'America 739
SG - Singapore 225
IT - Italia 165
NL - Olanda 42
DE - Germania 23
FI - Finlandia 14
CN - Cina 13
FR - Francia 7
AT - Austria 5
CA - Canada 4
IE - Irlanda 4
TW - Taiwan 4
ES - Italia 3
HK - Hong Kong 3
BR - Brasile 2
CH - Svizzera 2
CR - Costa Rica 2
GB - Regno Unito 2
GR - Grecia 2
LU - Lussemburgo 2
UZ - Uzbekistan 2
VN - Vietnam 2
AL - Albania 1
AR - Argentina 1
BD - Bangladesh 1
BO - Bolivia 1
CL - Cile 1
DO - Repubblica Dominicana 1
EG - Egitto 1
IL - Israele 1
IQ - Iraq 1
KG - Kirghizistan 1
KR - Corea 1
MA - Marocco 1
MX - Messico 1
PE - Perù 1
PH - Filippine 1
PK - Pakistan 1
PT - Portogallo 1
SK - Slovacchia (Repubblica Slovacca) 1
Totale 1.285
Città #
Santa Clara 641
Singapore 138
Milan 22
Rome 19
Genoa 16
Helsinki 14
Nuremberg 13
Guangzhou 12
Cavallino 10
Los Angeles 9
Arcola 8
Naples 6
Fort Worth 5
Sala Baganza 5
Ashburn 4
Dublin 4
Treviso 4
Amsterdam 3
Augsburg 3
Cernusco sul Naviglio 3
Corinaldo 3
Hong Kong 3
Pozzallo 3
Turin 3
Vigodarzere 3
Windsor 3
Bitonto 2
Bussy-Saint-Georges 2
Cavenago d'Adda 2
Ciserano 2
Girona 2
Gordevio 2
Hanoi 2
Kaohsiung City 2
Luxembourg 2
Palermo 2
Phoenix 2
Rimini 2
San José 2
San Polo di Piave 2
Tashkent 2
Vergina 2
Verolanuova 2
Vienna 2
Barcelona 1
Berlin 1
Bishkek 1
Boardman 1
Brampton 1
Bratislava 1
Buenos Aires 1
Cairo 1
Canterbury 1
Catania 1
Des Moines 1
Dhaka 1
Florence 1
Frankfurt am Main 1
Islamabad 1
La Paz 1
Las Piñas 1
Lima region 1
London 1
Manassas 1
Massarosa 1
North Bergen 1
Olympia 1
Rabat 1
Reggio Emilia 1
San Severo 1
Seoul 1
São Paulo 1
Tel Aviv 1
Tirana 1
Varginha 1
Verona 1
Vicenza 1
Villongo 1
Totale 1.027
Nome #
Etica, videogiochi e gamification 109
A dashboard to monitor self-regulated learning behaviours in online professional development 33
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) 25
Italian Hospital Teachers' Perceptions of Technological and Methodological Innovations after the COVID-19 Pandemic 24
Piattaforma Futurelab 24
Addressing Key Challenges in Intangible Cultural Heritage Education (Reprinted) 21
Immesion's Impact on Performance in a Spatial Reasoning Task 21
Automatic feedback, self-regulated learning and social comparison: a case study 21
Gaming Horizons: un progetto sui videogiochi nella società e nell'educazione 20
La classe ibrida inclusiva: un ponte tra scuola in ospedale, istruzione domiciliare e scuola tradizionale 20
Exploring the Impact of the COVID-19 Pandemic on Italy's School-in-Hospital (SiHo) Services: The Teachers' Perspective 19
Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style 18
An Innovative e-Learning Approach to Nurse Training 18
Gamifying a Platform for Natural Sciences Education in Primary School 18
The distant Horizon: Investigating the relationship between social sciences academic research and game development 18
Supporting and representing Learning Design with digital tools: in between guidance and flexibility 17
The role of supporting technologies in a mixed methods research design 17
Teacher Professional Development on Social Inclusion: The PLEIADE Approach 17
Ethical Issues in Gaming: A Literature Review 17
Supporting teacher's professional development on inclusive learning design: a case study of an Erasmus+ project 17
Enhancing Home Education in Italian Context: Teachers' Perception of a Hybrid Inclusive Classroom 17
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education. 16
Pleiade: A Playful and Participatory Approach to Teacher Professional Development on Social Inclusion 16
ANALISI E SINTESI DEI RISULTATI DI RICERCA DEL PROGETTO CLIPSO 16
Approaches to Collaborative Game Making for Fostering 21st Century Skills 16
The eSG Project: a Blended Learning Model for Teaching Entrepreneurship Through Serious Games 15
D2.3 - Second Report on User Requirements Identification and Analysis 15
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE: REPORT INTERMEDIO II ANNO 15
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE :REPORT INTERMEDIO III ANNO 15
Closing the "learning design lifecycle" with the Pedagogical Planner 14
Inclusive pedagogy in practice: the point of view of teachers 14
Serious Games design: reflections from an experience in the field of Intangible Cultural Heritage education 14
The i-Treasures project: capturing the intangible through Information and Communication Technologies 14
Supporting the 'whole learning design life-cycle' through the pedagogical planner 14
Aspects of a field experience in Entrepreneurship Education 13
First Report on User Requirements Identification and Analysis 13
Innovative technologies for intangible cultural heritage education and preservation: the case of i-Treasures 13
MAGICAL Project Deliverable 6.2 - Analysis of pupils' performance & attitudes 13
Educazione all'imprenditorialità: spunti di riflessione 13
The short and long-term impact of the Covid-19 pandemic on children in early childhood and the restorative potential of communication and creativity 13
Going beyond preservation: how to support technology-enhanced learning in ICH education 13
A gamified collaborative course in entrepreneurship: Focus on objectives and tools 13
Designing a course for stimulating entrepreneurship in higher education through serious games 12
Intangible Cultural Heritage: Towards collaborative planning of educational interventions 12
Fostering reflection through automatic feedback in MOOCs: a strategy leveraging on participants' Self-Regulated Learning skills 12
An Italian Pilot Experience in Game Making for Learning 12
Report on analysis of educational scenarios 12
Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore 12
Exploring the "Intangible" through ICT 12
A manifesto for European Video Games 12
Designing Collaborative Learning Activities with an Augmented LD Tool 12
Second Report on User Requirements Identification and Analysis - FP7 i-Treasures Deliverable 2.3 12
Serious Games to Support Learning of Rare 'Intangible' Cultural Expressions 12
A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing: "Human Beat Box" 12
A gamified short course for promoting entrepreneurship among ICT engeneering students 12
Systematic Review and Methodological Framework. Gaming Horizons Deliverable D2.1 12
Serious Games and the Development of an Entrepreneurial Mindset in Higher Education Engineering Students 11
Data collection workshops. Gaming Horizons Deliverable 3.1 11
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform 11
Report on interviews with experts and informants. Gaming Horizons Deliverable D2.3. 11
Meeting players where they are: Digital games and learning ecologies 11
eSG - Entrepreneurship through Serious Games 11
Library not found: The disconnect between gaming research and development 11
Designing Serious Games for ICH Education 11
Novel 3D Game - like Applications driven by body interactions for learning specific forms of Intangible Cultural Heritage 11
Tecnologie dell'informazione e comunicazione e didattica del patrimonio culturale immateriale: opportunità e sfide 11
Editorial. Children's Learning with Digital Technologies 11
Feedback Automatico nei MOOC: Il Contributo della teoria sull'Autoregolazione dell'Apprendimento e delle Tecniche di Learning Analytics. 10
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations 10
Games and Learning: Potential and Limitations from the Players' Point of View 10
Communicating about the Pandemic in Early Childhood: The Alt-Er 2.0 Platform 10
Supporting teachers' self- reflection and professional development with gamification 9
Final Research Report. Gaming Horizons Deliverable 1.8 9
Digital games and learning 9
Approfondimento storico e nuove tecnologie: il laboratorio didattico "Noi e gli Altri" 9
ICT resources, immigrant students and the teaching of Italian as a Second Language (L2): a survey 9
Magical 9
An integrated platform supporting Intangible Cultural Heritage learning and transmission: definition of requirements and evaluation criteria 9
Scenarios for the Cultural Expansion of Games. Gaming Horizons Deliverable 3.2 9
MAGICAL D1.1 Project Management Brief 8
Addressing key challenges in Intangible Cultural Heritage education 8
Uso delle tecnologie nella didattica della lingua seconda:un'indagine nella scuola dell'obbligo 8
ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY 8
MAGICAL Deliverable D3.3 Pedagogical planner 7
Investigating the "MAGICAL" Effects of Game Building on the Development of 21st Century Skills 7
MAking Games In CollaborAtion for Learning (MAGICAL) Progress Report 7
PROGESIS 7
Learning through Game Making: an HCI Perspective 7
Exploring teachers' needs and the existing barriers to the adoption of Learning Design methods and tools: A literature survey 7
ICT resources and language learning: results of a survey on the actual use of ICT in teaching Italian as a second language 7
Review of the book "Tecnologie, formazione e didattica" 7
Gamifying teacher professional development: an experience with collaborative learning design 7
Studio di validazione di una bateria di prove per la valutazione del pensiero logico e strategico 7
Italiani allo specchio tra storia e attualità: una proposta didattica per lavorare sul tema dell'immigrazione araverso le tecnologie 7
i-Treasures and Intangible Cultural Heritage Education 7
Uso della tecnologia per progettare l integrazione e per condividere modelli e metodi educativi: riflessioni sull 'esperienza PROGESIS 7
Come si insegna l'italiano lingua seconda nella scuola? Un'indagine sull'uso delle tecnologie 7
Learner Collaboration in Digital Game Making: An Emerging Trend 7
Totale 1.347
Categoria #
all - tutte 5.392
article - articoli 1.722
book - libri 48
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 793
Totale 7.955


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
2024/20251.280 8 15 150 69 583 143 46 99 105 62 0 0
Totale 1.347