GENTILE, MANUEL
 Distribuzione geografica
Continente #
AS - Asia 5.042
NA - Nord America 2.587
EU - Europa 2.007
SA - Sud America 915
AF - Africa 105
OC - Oceania 21
Continente sconosciuto - Info sul continente non disponibili 2
Totale 10.679
Nazione #
US - Stati Uniti d'America 2.456
SG - Singapore 2.222
CN - Cina 1.164
IT - Italia 1.113
BR - Brasile 743
VN - Vietnam 485
HK - Hong Kong 461
FR - Francia 305
JP - Giappone 167
KR - Corea 150
NL - Olanda 117
DE - Germania 105
GB - Regno Unito 88
AR - Argentina 70
CA - Canada 63
IN - India 63
BD - Bangladesh 57
FI - Finlandia 46
ID - Indonesia 46
ZA - Sudafrica 41
MX - Messico 37
EC - Ecuador 31
IQ - Iraq 30
PL - Polonia 30
AT - Austria 26
CO - Colombia 23
IL - Israele 21
AU - Australia 20
ES - Italia 20
TR - Turchia 20
UA - Ucraina 20
SE - Svezia 18
RU - Federazione Russa 17
PH - Filippine 16
EG - Egitto 15
PE - Perù 15
TH - Thailandia 15
MY - Malesia 14
PK - Pakistan 14
JO - Giordania 13
IE - Irlanda 12
AE - Emirati Arabi Uniti 11
VE - Venezuela 11
KE - Kenya 10
KZ - Kazakistan 10
LT - Lituania 10
MA - Marocco 10
SA - Arabia Saudita 10
CH - Svizzera 9
CL - Cile 9
PY - Paraguay 9
UZ - Uzbekistan 9
JM - Giamaica 8
BG - Bulgaria 7
SK - Slovacchia (Repubblica Slovacca) 7
HU - Ungheria 6
PT - Portogallo 6
RO - Romania 6
RS - Serbia 6
ET - Etiopia 5
GR - Grecia 5
KG - Kirghizistan 5
NP - Nepal 5
AL - Albania 4
DK - Danimarca 4
OM - Oman 4
PA - Panama 4
SV - El Salvador 4
TW - Taiwan 4
AO - Angola 3
BB - Barbados 3
BE - Belgio 3
CG - Congo 3
CZ - Repubblica Ceca 3
DZ - Algeria 3
HN - Honduras 3
KH - Cambogia 3
MD - Moldavia 3
NO - Norvegia 3
TN - Tunisia 3
AM - Armenia 2
AZ - Azerbaigian 2
BH - Bahrain 2
BO - Bolivia 2
BY - Bielorussia 2
CY - Cipro 2
DO - Repubblica Dominicana 2
EE - Estonia 2
GE - Georgia 2
LA - Repubblica Popolare Democratica del Laos 2
LB - Libano 2
NG - Nigeria 2
NI - Nicaragua 2
QA - Qatar 2
RE - Reunion 2
SN - Senegal 2
TT - Trinidad e Tobago 2
UY - Uruguay 2
XK - ???statistics.table.value.countryCode.XK??? 2
BA - Bosnia-Erzegovina 1
Totale 10.659
Città #
Singapore 1.303
Santa Clara 702
Hong Kong 450
Hefei 382
Ashburn 356
San Jose 340
Beijing 312
Lauterbourg 211
Palermo 206
Florence 199
Ho Chi Minh City 189
Seoul 146
Tokyo 144
Los Angeles 133
Hanoi 119
New York 59
Dallas 56
Genoa 50
Milan 49
São Paulo 49
Messina 42
Rome 37
Council Bluffs 34
Buffalo 33
Frankfurt am Main 32
Helsinki 31
Guangzhou 29
Orem 28
Potenza 27
Warsaw 25
Da Nang 22
Rio de Janeiro 22
Nuremberg 21
Düsseldorf 20
Johannesburg 19
Montreal 19
Naples 19
Boardman 18
Minamishinagawa 17
Belo Horizonte 16
Catania 16
London 16
Sala Baganza 16
Toronto 16
Haiphong 15
Amsterdam 14
Stockholm 14
Chicago 13
Dublin 13
Amman 12
Atlanta 12
Baghdad 12
Bangkok 12
Bengaluru 12
Brasília 12
Curitiba 12
Denver 12
Mexico City 12
Munich 12
Salvador 12
Lima 11
Manchester 11
Sestri Levante 11
Carini 10
Guayaquil 10
Kuala Lumpur 10
San Francisco 10
Vienna 10
Biên Hòa 9
Brooklyn 9
Chennai 9
Florianópolis 9
Fortaleza 9
Guarulhos 9
Houston 9
Nairobi 9
Osasco 9
Phoenix 9
Sydney 9
Cairo 8
Campinas 8
Hangzhou 8
New Delhi 8
Newark 8
Paris 8
Poplar 8
Tashkent 8
Turin 8
Turku 8
Alcamo 7
Hải Dương 7
Jakarta 7
Nha Trang 7
Porto Alegre 7
Agrate Brianza 6
Ankara 6
Bitonto 6
Bogotá 6
Cape Town 6
Cavallino 6
Totale 6.564
Nome #
ARNAS Civico App 369
Analysing the impact of Artificial Intelligence on teacher-student interaction in the light of actor-network theory 167
SuperCyberKids: Enhancing Cybersecurity Education in K-12 Through Digital Game-Based Learning 131
Distance learning during the first lockdown: impact on the family and its effect on students' engagement 114
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 114
Shaping the foundation of the SuperCyberKids Learning Framework: a comprehensive analysis of cybersecurity education initiatives 108
The role of mental rotation in Tetris (tm) gameplay: An ACT-R computational cognitive model 107
Pensiero Computazionale ed Embodied Cognition 103
Authenticity in VR and XR experiences: a conceptual framework for Digital Heritage 99
Toward a game-based cybersecurity training for young students: the SuperCyberKids project. 95
Astronomy Communication: the REAL knowledge hub 94
BubbleMumble Lab: un Mobile Serious Game per l'apprendimento dei concetti legati ai processi di estrazione e funzionalizzazione delle vescicole extracellulari 94
SuperCyberKids Learning Framework (SCKLF): SuperCyberKids Project Deliverable 2.1 93
DIGITAL INNOVATION FOR SOCIAL INCLUSION - AN EUROPEAN PERSPECTIVE ON ICT-BASED SECOND LANGUAGE LEARNING ACTIVITIES 92
The Role of Metaphor in Serious Games Design: the BubbleMumble Case Study 88
Il Fascicolo Sanitario Elettronico: uno strumento per la formazione continua in medicina 87
Do we still need teachers? Navigating the paradigm shift of the teacher's role in the AI era 87
BubbleMumble Kart: un Web Serious Game per l'apprendimento dei concetti di base legati alle vescicole extracellulari 85
Piattaforma Futurelab 82
Online learning paths for the comprehension of mathematical problem solving texts 78
PNPV 2.0 - Posso, non posso...vado! 75
Artificial Intelligence for Personalized Learning in K-12 Education. A Scoping Review. 75
REMOTE SCHOOLING AND DISABILITIES: PERCEPTION AND ROLE OF THE FAMILIES DURING THE COVID-19 PANDEMIC EMERGENCY 75
On line games for understanding elements of complex situations 74
Le famiglie italiane e la didattica a distanza durante l'emergenza una prima riflessione 73
Abilitazione e Tele-abilitazione Home-based per i Disturbi dello Spettro Autistico: il progetto ATHENA 71
ADOPTING SERIOUS GAMES TO FACILITATE SCHOOL-WORK ALTERNATION DURING THE COVID19 EMERGENCY 71
Promuovere la mentalità imprenditoriale nella scuola secondaria 71
INVESTIGATING THE EFFICACY OF RETRIEVAL PRACTICE: A STUDY WITH UNDERGRADUATE NURSING STUDENTS 69
Sloop2Desc: an European project to introduce European Qualification Systems in higher education and schools 68
AI-Awareness: Fostering Teachers’ Awareness of Artificial Intelligence Through a Board Game 68
GROUNDING L2 LEARNING IN SOCIAL PRACTICE THEORY: THE VIRGIL2 SERIOUS GAME 68
Italian parents' perception about learning practices and educational effectiveness of remote schooling during the first lockdown 67
SLOOP2DESC. Rendere i docenti protagonisti dell'elearning e dei nuovi sistemi per la certificazione delle competenze basati su EQF 66
God save the nerd! Realtà aumentata al #mtdvercelli 66
BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools 66
Fostering Entrepreneurial Mindsets at secondary school 64
Tecnologie per la gestione della conoscenza 64
AI for Creative Skill Development: A State-of-the-Art Analysis on Current Theories and Approaches 64
PNPV2 TESTING PLAN 62
La percezione dell’utilizzo dell’intelligenza artificiale nello svolgimento dei compiti a casa in un campione di insegnanti italiani 62
Abilitazione e Tele-abilitazione Home-based e di "E-health Neuromedicine" per i Disturbi dello Spettro Autistico (ASD) e del Neurosviluppo 62
A Storytelling Robot Managing Persuasive and Ethical Stances via ACT-R: An Exploratory Study 61
The effect of disposition to critical thinking on playing serious games 61
DragOne app iOS 59
Analyzing Creativity in the Light of Social Practice Theory 57
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 57
Emerging Educational technologies and Practices 56
Guidelines targeting game designers: SuperCyberKids Project Deliverable no. D4.3 56
I mondi virtuali entrano a scuola: un ambiente per imparare la Fisica 56
Embodied Cognition in learning STEM disciplines. An overview on the role of spatial skills 55
7th International Conference on Games and Learning Alliance, GALA 2018 53
Quando il gioco si fa serio: uManager 53
A personal intelligent coach for smart embodied learning environments 52
Training teachers towards an aware and competent use of AI in education 52
CASE - Career Assistance and Spirit of Enterprise 51
Move your mind: Creative dancing humanoids as support to STEAM activities 51
Designing a new Smart, Adaptive and Embodied Learning Environment 51
Relazione di ultimazione dei lavori del progetto Knowledge management per la PA 50
The role of disposition to critical thinking in digital game-based learning 50
Le tecnologie mobili dell'apprendimento permanente, il progetto MOTILL 50
MOTILL Partnership Virtual Community (PVC) 49
ScienceLab: Un giorno da scienziato al Consiglio Nazionale delle Ricerche di Palermo. Un viaggio esplorativo tra le scienze matematiche, informatiche, fisiche e naturali 49
DIGEN - Innovative Teacher Training (Digital Teacherpreneur) 49
DragOne app Android 48
Towards The Learning Object Management System And Dynamic Use Of Metadata 47
Using ontologies to support learning in a web 2.0 environment 47
A serious game to promote and facilitate entrepreneurship education for young students 47
The effects of mental rotation on computational thinking 47
Social Practices based characters in a Robotic Storytelling System 47
Test-enhanced learning: analysis of an experience with undergraduate nursing students 47
I SERIOUS GAME PER L'EDUCAZIONE ALLA CULTURA DI IMPRESA: L'ESPERIENZA UMANAGER PER Esperienza inSegna 2018 47
Using the educational potential mapper to design an adaptive serious game: The "uManager" case study 47
Athena App iOS 47
An Overview of Open-Source Chatbots Social Skills 45
Meta-analysis of the technological context (Project CHANGES - Spoke 4) 45
Entrepreneurship education in Italian secondary education 44
Mind Games 44
Report on Learning in Virtual Worlds & Gamification 44
OpenLO 44
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 43
A NEW EDUCATIONAL METHODOLOGY TO RESEARCH AND OBSERVE BEHAVIOURS AND OUTCOMES IN AUTISM WITH ROBOTIC TEACHING AND EDUTAINMENT 43
Tecnologie mobili e apprendimento. Alcune considerazioni sull'uso del sistema MoULe 43
Targeting quality of life in asthmatic children: The MyTEP pilot randomized trial 43
A Model to explain Italian regional differences in PISA 2009 outcomes 43
Premio: MoULe - GOLD Award at the mLearn 2009 42
A social practice oriented signs detection for human-humanoid interaction 42
Sito web del progetto Erasmus+ "ALIVE - Make Biology Fun with Virtual Reality" 42
Le Tecnologie Mobili nella Scuola Italiana: una esperienza per le vie di Palermo 41
PROMOTING CONTINUING HEALTHCARE EDUCATION DURING THE DAILY CLINICAL WORK 41
DeducerMMR: A Deducer plugin for moderated multiple regressions and simple slopes analysis. 41
Case-Based Learning : A Formal Approach to Generate Health Case Studies from Electronic Healthcare Records 41
Scuola di Formazione Tempi Moderni 2.0 41
Fostering OER communities of Practice with Teachers 40
An Agent Based Approach to designing Serious Game: the PNPV case study 40
IL SERIOUS GAME PER L'EDUCAZIONE ALLA CULTURA DI IMPRESA: L' ESPERIENZA 'UMANAGER' 40
Chat Agents Tutoring System 40
Mobile, Location And Search Technologies In The Visiting Experience 39
mCLT: an application for collaborative learning on a mobile telephone 39
WORLD OF PHYSICS: AN IMMERSIVE 3D VIRTUAL ENVIRONMENT TO ASSIST STUDENTS IN PHYSICS EDUCATION 39
Totale 6.526
Categoria #
all - tutte 37.450
article - articoli 9.681
book - libri 404
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 3.403
Totale 50.938


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
2025/20267.053 378 598 649 1.117 1.305 322 931 373 500 463 417 0
Totale 10.804