DAGNINO, FRANCESCA MARIA
 Distribuzione geografica
Continente #
AS - Asia 99
EU - Europa 83
NA - Nord America 40
Totale 222
Nazione #
SG - Singapore 85
IT - Italia 79
US - Stati Uniti d'America 40
CN - Cina 12
DE - Germania 3
TW - Taiwan 2
NL - Olanda 1
Totale 222
Città #
Singapore 70
Guangzhou 11
Milan 11
Santa Clara 11
Rome 9
Naples 6
Sala Baganza 5
Cernusco sul Naviglio 3
Pozzallo 3
Vigodarzere 3
Ashburn 2
Bitonto 2
Cavenago d'Adda 2
Ciserano 2
Fort Worth 2
Kaohsiung City 2
Palermo 2
Rimini 2
Verolanuova 2
Amsterdam 1
Boardman 1
Catania 1
Cavallino 1
Des Moines 1
Frankfurt am Main 1
Massarosa 1
San Severo 1
Turin 1
Verona 1
Vicenza 1
Villongo 1
Totale 162
Nome #
Etica, videogiochi e gamification 63
La classe ibrida inclusiva: un ponte tra scuola in ospedale, istruzione domiciliare e scuola tradizionale 8
Exploring the Impact of the COVID-19 Pandemic on Italy's School-in-Hospital (SiHo) Services: The Teachers' Perspective 4
Educazione all'imprenditorialità: spunti di riflessione 4
Addressing Key Challenges in Intangible Cultural Heritage Education (Reprinted) 4
Teacher Professional Development on Social Inclusion: The PLEIADE Approach 4
Italian Hospital Teachers' Perceptions of Technological and Methodological Innovations after the COVID-19 Pandemic 4
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) 4
Automatic feedback, self-regulated learning and social comparison: a case study 4
The distant Horizon: Investigating the relationship between social sciences academic research and game development 4
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education. 3
Supporting and representing Learning Design with digital tools: in between guidance and flexibility 3
MAGICAL Project Deliverable 6.2 - Analysis of pupils' performance & attitudes 3
The eSG Project: a Blended Learning Model for Teaching Entrepreneurship Through Serious Games 3
Gaming Horizons: un progetto sui videogiochi nella società e nell'educazione 3
A manifesto for European Video Games 3
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE: REPORT INTERMEDIO II ANNO 3
An Innovative e-Learning Approach to Nurse Training 3
CLASSI IBRIDE PER LA SCUOLA IN OSPEDALE :REPORT INTERMEDIO III ANNO 3
ICT resources, immigrant students and the teaching of Italian as a Second Language (L2): a survey 3
Piattaforma Futurelab 3
A gamified short course for promoting entrepreneurship among ICT engeneering students 3
Serious Games and the Development of an Entrepreneurial Mindset in Higher Education Engineering Students 2
Aspects of a field experience in Entrepreneurship Education 2
Fostering reflection through automatic feedback in MOOCs: a strategy leveraging on participants' Self-Regulated Learning skills 2
First Report on User Requirements Identification and Analysis 2
An Italian Pilot Experience in Game Making for Learning 2
Innovative technologies for intangible cultural heritage education and preservation: the case of i-Treasures 2
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform 2
Meeting players where they are: Digital games and learning ecologies 2
Report on analysis of educational scenarios 2
Pleiade: A Playful and Participatory Approach to Teacher Professional Development on Social Inclusion 2
Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style 2
Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore 2
Exploring the "Intangible" through ICT 2
Designing Collaborative Learning Activities with an Augmented LD Tool 2
D2.3 - Second Report on User Requirements Identification and Analysis 2
Inclusive pedagogy in practice: the point of view of teachers 2
Library not found: The disconnect between gaming research and development 2
ANALISI E SINTESI DEI RISULTATI DI RICERCA DEL PROGETTO CLIPSO 2
MAGICAL D1.1 Project Management Brief 2
Second Report on User Requirements Identification and Analysis - FP7 i-Treasures Deliverable 2.3 2
Designing Serious Games for ICH Education 2
A dashboard to monitor self-regulated learning behaviours in online professional development 2
Supporting teacher's professional development on inclusive learning design: a case study of an Erasmus+ project 2
Enhancing Home Education in Italian Context: Teachers' Perception of a Hybrid Inclusive Classroom 2
Magical 2
Communicating about the Pandemic in Early Childhood: The Alt-Er 2.0 Platform 2
Systematic Review and Methodological Framework. Gaming Horizons Deliverable D2.1 2
Approaches to Collaborative Game Making for Fostering 21st Century Skills 2
A gamified collaborative course in entrepreneurship: Focus on objectives and tools 2
Designing a course for stimulating entrepreneurship in higher education through serious games 1
Supporting teachers' self- reflection and professional development with gamification 1
Intangible Cultural Heritage: Towards collaborative planning of educational interventions 1
MAGICAL Deliverable D3.3 Pedagogical planner 1
Data collection workshops. Gaming Horizons Deliverable 3.1 1
Final Research Report. Gaming Horizons Deliverable 1.8 1
The role of supporting technologies in a mixed methods research design 1
Feedback Automatico nei MOOC: Il Contributo della teoria sull'Autoregolazione dell'Apprendimento e delle Tecniche di Learning Analytics. 1
MAking Games In CollaborAtion for Learning (MAGICAL) Progress Report 1
PROGESIS 1
The short and long-term impact of the Covid-19 pandemic on children in early childhood and the restorative potential of communication and creativity 1
Learning through Game Making: an HCI Perspective 1
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations 1
eSG - Entrepreneurship through Serious Games 1
Digital games and learning 1
Ethical Issues in Gaming: A Literature Review 1
Review of the book "Tecnologie, formazione e didattica" 1
The i-Treasures project: capturing the intangible through Information and Communication Technologies 1
Addressing key challenges in Intangible Cultural Heritage education 1
Serious Games to Support Learning of Rare 'Intangible' Cultural Expressions 1
Italiani allo specchio tra storia e attualità: una proposta didattica per lavorare sul tema dell'immigrazione araverso le tecnologie 1
Supporting the 'whole learning design life-cycle' through the pedagogical planner 1
Uso della tecnologia per progettare l integrazione e per condividere modelli e metodi educativi: riflessioni sull 'esperienza PROGESIS 1
Games and Learning: Potential and Limitations from the Players' Point of View 1
Come si insegna l'italiano lingua seconda nella scuola? Un'indagine sull'uso delle tecnologie 1
Tecnologie dell'informazione e comunicazione e didattica del patrimonio culturale immateriale: opportunità e sfide 1
Editorial. Children's Learning with Digital Technologies 1
ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY 1
Totale 225
Categoria #
all - tutte 1.599
article - articoli 510
book - libri 17
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 267
Totale 2.393


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2023/202466 0 0 0 0 0 0 0 0 0 0 63 3
2024/2025159 8 14 134 3 0 0 0 0 0 0 0 0
Totale 225