DAGNINO, FRANCESCA MARIA
 Distribuzione geografica
Continente #
AS - Asia 2.317
NA - Nord America 2.126
EU - Europa 995
SA - Sud America 377
Continente sconosciuto - Info sul continente non disponibili 96
AF - Africa 40
OC - Oceania 5
Totale 5.956
Nazione #
US - Stati Uniti d'America 2.004
SG - Singapore 1.012
IT - Italia 490
CN - Cina 481
BR - Brasile 290
HK - Hong Kong 251
VN - Vietnam 214
FR - Francia 169
JP - Giappone 77
KR - Corea 71
DE - Germania 69
NL - Olanda 59
GB - Regno Unito 52
CA - Canada 47
IN - India 41
FI - Finlandia 40
BD - Bangladesh 33
MX - Messico 33
AR - Argentina 27
ES - Italia 21
CO - Colombia 18
ID - Indonesia 17
IQ - Iraq 16
CR - Costa Rica 15
VE - Venezuela 14
IL - Israele 13
TR - Turchia 13
AT - Austria 12
UZ - Uzbekistan 11
PK - Pakistan 10
PL - Polonia 10
EC - Ecuador 9
IE - Irlanda 9
MA - Marocco 9
GR - Grecia 8
SE - Svezia 8
ZA - Sudafrica 8
RO - Romania 7
EG - Egitto 6
NP - Nepal 6
TH - Thailandia 6
TW - Taiwan 6
UY - Uruguay 6
AU - Australia 5
JM - Giamaica 5
MY - Malesia 5
PY - Paraguay 5
RU - Federazione Russa 5
SA - Arabia Saudita 5
TT - Trinidad e Tobago 5
DZ - Algeria 4
NO - Norvegia 4
PE - Perù 4
PH - Filippine 4
PT - Portogallo 4
TN - Tunisia 4
BE - Belgio 3
CH - Svizzera 3
CL - Cile 3
CY - Cipro 3
HR - Croazia 3
LB - Libano 3
SV - El Salvador 3
UA - Ucraina 3
AE - Emirati Arabi Uniti 2
AO - Angola 2
AZ - Azerbaigian 2
BB - Barbados 2
BM - Bermuda 2
DO - Repubblica Dominicana 2
GT - Guatemala 2
HN - Honduras 2
IR - Iran 2
JO - Giordania 2
KE - Kenya 2
KG - Kirghizistan 2
KZ - Kazakistan 2
LT - Lituania 2
LU - Lussemburgo 2
MT - Malta 2
RS - Serbia 2
AL - Albania 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
LC - Santa Lucia 1
LK - Sri Lanka 1
LV - Lettonia 1
MK - Macedonia 1
MM - Myanmar 1
MN - Mongolia 1
NG - Nigeria 1
NI - Nicaragua 1
OM - Oman 1
Totale 5.854
Città #
Santa Clara 669
Singapore 570
Ashburn 276
Hong Kong 243
San Jose 232
Hefei 153
Beijing 137
Lauterbourg 92
Milan 82
Los Angeles 75
Ho Chi Minh City 68
Seoul 65
Tokyo 58
Rome 51
Genoa 49
Hanoi 49
Florence 48
Dallas 34
New York 34
Council Bluffs 32
Frankfurt am Main 27
São Paulo 27
Helsinki 18
Mexico City 15
Brooklyn 14
Da Nang 14
Guangzhou 14
Nuremberg 14
Shanghai 14
Buffalo 13
Naples 13
Phoenix 13
San José 12
Chicago 11
Figino 11
Orem 11
Rio de Janeiro 11
Turku 11
Cardiff 10
Cavallino 10
Chennai 10
Houston 10
Minamishinagawa 10
Tashkent 10
Amsterdam 9
Bologna 9
Dublin 9
Lappeenranta 9
London 9
Warsaw 9
Arcola 8
Baghdad 8
Bengaluru 8
Fort Worth 8
Montreal 8
Porto Alegre 8
Toronto 8
Atlanta 7
Belo Horizonte 7
Casablanca 7
Dhaka 7
Hải Dương 7
Turin 7
Baldissero Torinese 6
Bangkok 6
Boardman 6
Buenos Aires 6
Denver 6
Philadelphia 6
Santo André 6
Secaucus 6
Vienna 6
Boston 5
Charlotte 5
Conselheiro Lafaiete 5
Curitiba 5
Düsseldorf 5
Haiphong 5
Istanbul 5
Johannesburg 5
Medellín 5
Montevideo 5
Ninh Bình 5
Sala Baganza 5
Salvador 5
Stockholm 5
Vinh 5
Volta Redonda 5
Biên Hòa 4
Boise 4
Brasília 4
Cairo 4
Campinas 4
Cleveland 4
Guarulhos 4
Jakarta 4
Kansas City 4
Lizzanello 4
Lucca 4
Manaus 4
Totale 3.674
Nome #
Etica, videogiochi e gamification 230
Communicating about the Pandemic in Early Childhood: The Alt-Er 2.0 Platform 116
Innovative technologies for intangible cultural heritage education and preservation: the case of i-Treasures 106
Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style 99
Ethical Issues in Gaming: A Literature Review 91
Piattaforma Futurelab 91
Serious Games and the Development of an Entrepreneurial Mindset in Higher Education Engineering Students 89
Fostering reflection through automatic feedback in MOOCs: a strategy leveraging on participants' Self-Regulated Learning skills 85
Designing a course for stimulating entrepreneurship in higher education through serious games 84
Supporting teachers' self- reflection and professional development with gamification 83
Aspects of a field experience in Entrepreneurship Education 81
A dashboard to monitor self-regulated learning behaviours in online professional development 81
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education. 77
The eSG Project: a Blended Learning Model for Teaching Entrepreneurship Through Serious Games 77
Gamifying a Platform for Natural Sciences Education in Primary School 75
Teacher Professional Development on Social Inclusion: The PLEIADE Approach 74
La classe ibrida inclusiva: un ponte tra scuola in ospedale, istruzione domiciliare e scuola tradizionale 74
Italian Hospital Teachers' Perceptions of Technological and Methodological Innovations after the COVID-19 Pandemic 74
Final Research Report. Gaming Horizons Deliverable 1.8 72
Addressing Key Challenges in Intangible Cultural Heritage Education (Reprinted) 72
ANALISI E SINTESI DEI RISULTATI DI RICERCA DEL PROGETTO CLIPSO 72
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) 72
A.FOR.D.ID Area FORmativa Dinamica per l’Istruzione Domiciliare 71
Closing the "learning design lifecycle" with the Pedagogical Planner 70
Supporting teacher's professional development on inclusive learning design: a case study of an Erasmus+ project 70
Library not found: The disconnect between gaming research and development 68
Supporting the 'whole learning design life-cycle' through the pedagogical planner 67
Automatic feedback, self-regulated learning and social comparison: a case study 67
A manifesto for European Video Games 66
Games and Learning: Potential and Limitations from the Players' Point of View 66
Data collection workshops. Gaming Horizons Deliverable 3.1 65
Intangible Cultural Heritage: Towards collaborative planning of educational interventions 64
Enhancing Home Education in Italian Context: Teachers' Perception of a Hybrid Inclusive Classroom 64
Serious Games to Support Learning of Rare 'Intangible' Cultural Expressions 63
The distant Horizon: Investigating the relationship between social sciences academic research and game development 63
Supporting and representing Learning Design with digital tools: in between guidance and flexibility 62
Inclusive pedagogy in practice: the point of view of teachers 61
An Innovative e-Learning Approach to Nurse Training 61
Meeting players where they are: Digital games and learning ecologies 59
A gamified short course for promoting entrepreneurship among ICT engeneering students 59
First Report on User Requirements Identification and Analysis 58
Exploring the Impact of the COVID-19 Pandemic on Italy's School-in-Hospital (SiHo) Services: The Teachers' Perspective 58
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations 57
Serious Games design: reflections from an experience in the field of Intangible Cultural Heritage education 57
Designing Serious Games for ICH Education 57
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE :REPORT INTERMEDIO III ANNO 57
Report on analysis of educational scenarios 56
Immesion's Impact on Performance in a Spatial Reasoning Task 56
Percorso informativo sull'Istruzione Domiciliare nel contesto ligure 55
An Italian Pilot Experience in Game Making for Learning 54
Designing Collaborative Learning Activities with an Augmented LD Tool 54
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE: REPORT INTERMEDIO II ANNO 54
A gamified collaborative course in entrepreneurship: Focus on objectives and tools 54
Exploring the "Intangible" through ICT 52
The i-Treasures project: capturing the intangible through Information and Communication Technologies 52
Approaches to Collaborative Game Making for Fostering 21st Century Skills 52
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform 51
Report on interviews with experts and informants. Gaming Horizons Deliverable D2.3. 51
Pleiade: A Playful and Participatory Approach to Teacher Professional Development on Social Inclusion 51
Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore 51
Gaming Horizons: un progetto sui videogiochi nella società e nell'educazione 50
D2.3 - Second Report on User Requirements Identification and Analysis 50
eSG - Entrepreneurship through Serious Games 49
An integrated platform supporting Intangible Cultural Heritage learning and transmission: definition of requirements and evaluation criteria 49
A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing: "Human Beat Box" 49
Novel 3D Game - like Applications driven by body interactions for learning specific forms of Intangible Cultural Heritage 49
Editorial. Children's Learning with Digital Technologies 49
MAGICAL Project Deliverable 6.2 - Analysis of pupils' performance & attitudes 48
Educazione all'imprenditorialità: spunti di riflessione 48
Systematic Review and Methodological Framework. Gaming Horizons Deliverable D2.1 48
Feedback Automatico nei MOOC: Il Contributo della teoria sull'Autoregolazione dell'Apprendimento e delle Tecniche di Learning Analytics. 47
The short and long-term impact of the Covid-19 pandemic on children in early childhood and the restorative potential of communication and creativity 46
Second Report on User Requirements Identification and Analysis - FP7 i-Treasures Deliverable 2.3 46
MAGICAL Deliverable D3.3 Pedagogical planner 44
The role of supporting technologies in a mixed methods research design 44
Framing the development of a gamified app for M-health and well-being 44
Going beyond preservation: how to support technology-enhanced learning in ICH education 42
Learning through Game Making: an HCI Perspective 41
Investigating the "MAGICAL" Effects of Game Building on the Development of 21st Century Skills 40
Gamifying teacher professional development: an experience with collaborative learning design 38
A CO-DESIGN FRAMEWORK FOR INTERPROFESSIONAL LESSON PLANNING IN HEALTHCARE EDUCATION: THE TEAMCARE PILOT TEACHER TRAINING EXPERIENCE 38
Learner Collaboration in Digital Game Making: An Emerging Trend 38
Review of the book "Tecnologie, formazione e didattica" 37
Tecnologie dell'informazione e comunicazione e didattica del patrimonio culturale immateriale: opportunità e sfide 37
ICT resources and language learning: results of a survey on the actual use of ICT in teaching Italian as a second language 36
Approfondimento storico e nuove tecnologie: il laboratorio didattico "Noi e gli Altri" 36
Come si insegna l'italiano lingua seconda nella scuola? Un'indagine sull'uso delle tecnologie 36
i-Treasures and Intangible Cultural Heritage Education 35
ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY 35
MAking Games In CollaborAtion for Learning (MAGICAL) Progress Report 34
Addressing key challenges in Intangible Cultural Heritage education 34
Exploring teachers' needs and the existing barriers to the adoption of Learning Design methods and tools: A literature survey 33
Uso della tecnologia per progettare l integrazione e per condividere modelli e metodi educativi: riflessioni sull 'esperienza PROGESIS 33
Magical 33
PROGESIS 32
Studio di validazione di una bateria di prove per la valutazione del pensiero logico e strategico 31
ICT resources, immigrant students and the teaching of Italian as a Second Language (L2): a survey 31
Uso delle tecnologie nella didattica della lingua seconda:un'indagine nella scuola dell'obbligo 31
Digital games and learning 30
MAGICAL D1.1 Project Management Brief 30
Totale 5.829
Categoria #
all - tutte 22.288
article - articoli 7.142
book - libri 201
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 2.763
Totale 32.394


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
2026/2027635 170 150 315 0 0 0 0 0 0 0 0 0
Totale 5.956