GENTILE, MANUEL
 Distribuzione geografica
Continente #
AS - Asia 5.150
NA - Nord America 3.803
EU - Europa 2.470
SA - Sud America 979
Continente sconosciuto - Info sul continente non disponibili 133
AF - Africa 115
OC - Oceania 21
Totale 12.671
Nazione #
US - Stati Uniti d'America 3.575
SG - Singapore 2.237
IT - Italia 1.527
CN - Cina 1.168
BR - Brasile 762
VN - Vietnam 496
HK - Hong Kong 467
FR - Francia 317
JP - Giappone 168
KR - Corea 151
NL - Olanda 125
DE - Germania 109
CA - Canada 105
GB - Regno Unito 97
BD - Bangladesh 92
AR - Argentina 72
IN - India 66
ID - Indonesia 53
CO - Colombia 46
FI - Finlandia 46
MX - Messico 43
EC - Ecuador 41
ZA - Sudafrica 41
IQ - Iraq 30
PL - Polonia 30
AT - Austria 26
ES - Italia 25
IL - Israele 22
TR - Turchia 22
UA - Ucraina 21
AU - Australia 20
MY - Malesia 20
PH - Filippine 20
VE - Venezuela 20
SE - Svezia 18
TH - Thailandia 18
RU - Federazione Russa 17
JM - Giamaica 16
EG - Egitto 15
PE - Perù 15
PK - Pakistan 14
JO - Giordania 13
AE - Emirati Arabi Uniti 12
IE - Irlanda 12
CH - Svizzera 11
LT - Lituania 11
SA - Arabia Saudita 11
CL - Cile 10
CR - Costa Rica 10
KE - Kenya 10
KZ - Kazakistan 10
MA - Marocco 10
UZ - Uzbekistan 10
HN - Honduras 9
PY - Paraguay 9
RS - Serbia 9
TT - Trinidad e Tobago 8
BG - Bulgaria 7
GT - Guatemala 7
NP - Nepal 7
SC - Seychelles 7
SK - Slovacchia (Repubblica Slovacca) 7
GR - Grecia 6
HU - Ungheria 6
NI - Nicaragua 6
PT - Portogallo 6
RO - Romania 6
AL - Albania 5
ET - Etiopia 5
KG - Kirghizistan 5
BB - Barbados 4
DK - Danimarca 4
DZ - Algeria 4
GP - Guadalupe 4
OM - Oman 4
PA - Panama 4
SV - El Salvador 4
TW - Taiwan 4
AM - Armenia 3
AO - Angola 3
BE - Belgio 3
BY - Bielorussia 3
CG - Congo 3
CZ - Repubblica Ceca 3
KH - Cambogia 3
LA - Repubblica Popolare Democratica del Laos 3
LB - Libano 3
MD - Moldavia 3
NG - Nigeria 3
NO - Norvegia 3
TN - Tunisia 3
AZ - Azerbaigian 2
BH - Bahrain 2
BO - Bolivia 2
CY - Cipro 2
DO - Repubblica Dominicana 2
EE - Estonia 2
GE - Georgia 2
MM - Myanmar 2
PR - Porto Rico 2
Totale 12.507
Città #
Singapore 1.310
Santa Clara 719
Ashburn 486
Hong Kong 452
San Jose 449
Hefei 382
Beijing 312
Palermo 245
Lauterbourg 211
Florence 204
Ho Chi Minh City 193
Seoul 147
Tokyo 145
Los Angeles 142
Hanoi 121
Milan 80
Rome 77
Dallas 68
Genoa 68
New York 65
São Paulo 52
Council Bluffs 48
Messina 44
Buffalo 42
Naples 36
Frankfurt am Main 33
Helsinki 31
Guangzhou 29
Orem 28
Potenza 27
Boardman 26
Chicago 25
Warsaw 25
Da Nang 22
Houston 22
Rio de Janeiro 22
Catania 21
Montreal 21
Nuremberg 21
Bologna 20
Düsseldorf 20
Turin 20
Johannesburg 19
Phoenix 19
Brasília 18
Brooklyn 18
Toronto 18
Atlanta 17
London 17
Minamishinagawa 17
Belo Horizonte 16
Haiphong 16
Sala Baganza 16
Kuala Lumpur 15
Philadelphia 15
Amsterdam 14
Figino 14
San Francisco 14
Stockholm 14
Bangkok 13
Bari 13
Bogotá 13
Curitiba 13
Dublin 13
Guayaquil 13
Newark 13
Amman 12
Baghdad 12
Bengaluru 12
Carini 12
Denver 12
Mexico City 12
Munich 12
Salvador 12
Sestri Levante 12
Columbus 11
Lima 11
Manchester 11
Las Vegas 10
Vienna 10
Biên Hòa 9
Cairo 9
Chennai 9
Florianópolis 9
Fort Worth 9
Fortaleza 9
Guarulhos 9
Modugno 9
Nairobi 9
New Delhi 9
Osasco 9
Sydney 9
Tashkent 9
Campinas 8
Charlotte 8
Hangzhou 8
Hải Dương 8
Madrid 8
Paris 8
Perugia 8
Totale 7.213
Nome #
ARNAS Civico App 492
Analysing the impact of Artificial Intelligence on teacher-student interaction in the light of actor-network theory 196
SuperCyberKids: Enhancing Cybersecurity Education in K-12 Through Digital Game-Based Learning 144
Distance learning during the first lockdown: impact on the family and its effect on students' engagement 127
The role of mental rotation in Tetris (tm) gameplay: An ACT-R computational cognitive model 127
Shaping the foundation of the SuperCyberKids Learning Framework: a comprehensive analysis of cybersecurity education initiatives 126
Pensiero Computazionale ed Embodied Cognition 124
Authenticity in VR and XR experiences: a conceptual framework for Digital Heritage 123
A Parent-Mediated Telehealth Program for Children with Autism Spectrum Disorder: Promoting Parents' Ability to Stimulate the Children's Learning, Reduce Parenting Stress, and Boost Their Sense of Parenting Empowerment 120
BubbleMumble Lab: un Mobile Serious Game per l'apprendimento dei concetti legati ai processi di estrazione e funzionalizzazione delle vescicole extracellulari 110
Toward a game-based cybersecurity training for young students: the SuperCyberKids project. 106
DIGITAL INNOVATION FOR SOCIAL INCLUSION - AN EUROPEAN PERSPECTIVE ON ICT-BASED SECOND LANGUAGE LEARNING ACTIVITIES 102
Astronomy Communication: the REAL knowledge hub 101
SuperCyberKids Learning Framework (SCKLF): SuperCyberKids Project Deliverable 2.1 101
Do we still need teachers? Navigating the paradigm shift of the teacher's role in the AI era 100
Abilitazione e Tele-abilitazione Home-based per i Disturbi dello Spettro Autistico: il progetto ATHENA 96
Il Fascicolo Sanitario Elettronico: uno strumento per la formazione continua in medicina 95
BubbleMumble Kart: un Web Serious Game per l'apprendimento dei concetti di base legati alle vescicole extracellulari 95
The Role of Metaphor in Serious Games Design: the BubbleMumble Case Study 95
Piattaforma Futurelab 93
REMOTE SCHOOLING AND DISABILITIES: PERCEPTION AND ROLE OF THE FAMILIES DURING THE COVID-19 PANDEMIC EMERGENCY 90
Artificial Intelligence for Personalized Learning in K-12 Education. A Scoping Review. 89
Le famiglie italiane e la didattica a distanza durante l'emergenza una prima riflessione 88
Online learning paths for the comprehension of mathematical problem solving texts 85
Promuovere la mentalità imprenditoriale nella scuola secondaria 84
PNPV 2.0 - Posso, non posso...vado! 82
GROUNDING L2 LEARNING IN SOCIAL PRACTICE THEORY: THE VIRGIL2 SERIOUS GAME 81
On line games for understanding elements of complex situations 79
ADOPTING SERIOUS GAMES TO FACILITATE SCHOOL-WORK ALTERNATION DURING THE COVID19 EMERGENCY 79
INVESTIGATING THE EFFICACY OF RETRIEVAL PRACTICE: A STUDY WITH UNDERGRADUATE NURSING STUDENTS 76
Sloop2Desc: an European project to introduce European Qualification Systems in higher education and schools 75
AI-Awareness: Fostering Teachers’ Awareness of Artificial Intelligence Through a Board Game 75
Tecnologie per la gestione della conoscenza 74
Italian parents' perception about learning practices and educational effectiveness of remote schooling during the first lockdown 73
God save the nerd! Realtà aumentata al #mtdvercelli 73
DragOne app iOS 72
BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools 72
AI for Creative Skill Development: A State-of-the-Art Analysis on Current Theories and Approaches 71
La percezione dell’utilizzo dell’intelligenza artificiale nello svolgimento dei compiti a casa in un campione di insegnanti italiani 70
Fostering Entrepreneurial Mindsets at secondary school 69
SLOOP2DESC. Rendere i docenti protagonisti dell'elearning e dei nuovi sistemi per la certificazione delle competenze basati su EQF 69
Abilitazione e Tele-abilitazione Home-based e di "E-health Neuromedicine" per i Disturbi dello Spettro Autistico (ASD) e del Neurosviluppo 69
Gaming as a Key Approach for the Recovery Process of a Public Space: The Case Study of the Old Chemical Plant 'Chimica Arenella' in Palermo 69
I mondi virtuali entrano a scuola: un ambiente per imparare la Fisica 69
A Storytelling Robot Managing Persuasive and Ethical Stances via ACT-R: An Exploratory Study 68
The effect of disposition to critical thinking on playing serious games 67
Guidelines targeting game designers: SuperCyberKids Project Deliverable no. D4.3 66
PNPV2 TESTING PLAN 65
Analyzing Creativity in the Light of Social Practice Theory 65
Embodied Cognition in learning STEM disciplines. An overview on the role of spatial skills 65
Quando il gioco si fa serio: uManager 63
A personal intelligent coach for smart embodied learning environments 62
CASE - Career Assistance and Spirit of Enterprise 61
Emerging Educational technologies and Practices 61
7th International Conference on Games and Learning Alliance, GALA 2018 61
Designing a new Smart, Adaptive and Embodied Learning Environment 61
Training teachers towards an aware and competent use of AI in education 61
Move your mind: Creative dancing humanoids as support to STEAM activities 60
The role of disposition to critical thinking in digital game-based learning 58
ScienceLab: Un giorno da scienziato al Consiglio Nazionale delle Ricerche di Palermo. Un viaggio esplorativo tra le scienze matematiche, informatiche, fisiche e naturali 57
DragOne app Android 57
Social Practices based characters in a Robotic Storytelling System 57
Targeting quality of life in asthmatic children: The MyTEP pilot randomized trial 57
Using ontologies to support learning in a web 2.0 environment 56
The effects of mental rotation on computational thinking 56
DIGEN - Innovative Teacher Training (Digital Teacherpreneur) 55
I SERIOUS GAME PER L'EDUCAZIONE ALLA CULTURA DI IMPRESA: L'ESPERIENZA UMANAGER PER Esperienza inSegna 2018 55
Entrepreneurship education in Italian secondary education 54
A serious game to promote and facilitate entrepreneurship education for young students 54
Using the educational potential mapper to design an adaptive serious game: The "uManager" case study 53
Le tecnologie mobili dell'apprendimento permanente, il progetto MOTILL 53
Relazione di ultimazione dei lavori del progetto Knowledge management per la PA 52
Test-enhanced learning: analysis of an experience with undergraduate nursing students 52
MOTILL Partnership Virtual Community (PVC) 51
Mind Games 51
DeducerMMR: A Deducer plugin for moderated multiple regressions and simple slopes analysis. 51
Meta-analysis of the technological context (Project CHANGES - Spoke 4) 51
Tecnologie mobili e apprendimento. Alcune considerazioni sull'uso del sistema MoULe 51
Chat Agents Tutoring System 51
An Overview of Open-Source Chatbots Social Skills 50
Athena App iOS 50
Premio: MoULe - GOLD Award at the mLearn 2009 49
A NEW EDUCATIONAL METHODOLOGY TO RESEARCH AND OBSERVE BEHAVIOURS AND OUTCOMES IN AUTISM WITH ROBOTIC TEACHING AND EDUTAINMENT 49
Report on Learning in Virtual Worlds & Gamification 49
mCLT: an application for collaborative learning on a mobile telephone 49
Towards The Learning Object Management System And Dynamic Use Of Metadata 48
Using Agents to Simulate a Tourist Market in an Educational Game 48
Le Tecnologie Mobili nella Scuola Italiana: una esperienza per le vie di Palermo 48
Corso di specializzazione in network and System Administration POR FSE 2007-2013 - Catalogo Interregionale dell'Alta Formazione realizzato dal Ministero del Lavoro e delle Politiche Sociali e dalle Regioni Emilia-Romagna, Lazio, Sardegna, Sicilia, Umbria, Veneto 47
Design for Values for Social Robot Architectures 47
A social practice oriented signs detection for human-humanoid interaction 47
A Model to explain Italian regional differences in PISA 2009 outcomes 47
OpenLO 47
Sito web del progetto Erasmus+ "ALIVE - Make Biology Fun with Virtual Reality" 47
EDUCATIONAL POTENTIAL MAPPER - A SEMANTIC-BASED TOOL FOR ANALYSING AND DESIGNING SERIOUS GAMES 47
Protocollo di intesa interistituzionale per l utilizzo e la diffusione di tecnologie mobili nell ambito di progetti di lifelong learning - LANDS ONLUS 46
PROMOTING CONTINUING HEALTHCARE EDUCATION DURING THE DAILY CLINICAL WORK 46
Improving Spatial Reasoning by Interacting with a Humanoid Robot 46
MoULe: Un'eperienza di mobile learning a Palermo 45
Mathemiamo: an online system for the comprehension of mathematical text 45
Totale 7.521
Categoria #
all - tutte 46.740
article - articoli 12.090
book - libri 503
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 4.303
Totale 63.636


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2023/2024105 0 0 0 0 0 0 0 0 9 0 42 54
2024/20253.646 9 20 246 150 685 150 88 219 161 153 930 835
2025/20267.233 378 598 649 1.117 1.305 322 931 373 500 463 459 138
2026/20271.687 454 307 926 0 0 0 0 0 0 0 0 0
Totale 12.671