GENTILE, MANUEL
 Distribuzione geografica
Continente #
AS - Asia 5.069
NA - Nord America 2.874
EU - Europa 2.097
SA - Sud America 915
AF - Africa 105
OC - Oceania 21
Continente sconosciuto - Info sul continente non disponibili 2
Totale 11.083
Nazione #
US - Stati Uniti d'America 2.726
SG - Singapore 2.224
IT - Italia 1.192
CN - Cina 1.164
BR - Brasile 743
VN - Vietnam 486
HK - Hong Kong 463
FR - Francia 307
JP - Giappone 167
KR - Corea 150
NL - Olanda 122
DE - Germania 107
GB - Regno Unito 88
BD - Bangladesh 77
CA - Canada 73
AR - Argentina 70
IN - India 64
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
ES - Italia 21
IL - Israele 21
AU - Australia 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
AE - Emirati Arabi Uniti 12
IE - Irlanda 12
JM - Giamaica 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
BG - Bulgaria 7
SK - Slovacchia (Repubblica Slovacca) 7
GR - Grecia 6
HU - Ungheria 6
PT - Portogallo 6
RO - Romania 6
RS - Serbia 6
ET - Etiopia 5
KG - Kirghizistan 5
NP - Nepal 5
AL - Albania 4
DK - Danimarca 4
HN - Honduras 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
KH - Cambogia 3
MD - Moldavia 3
NO - Norvegia 3
TN - Tunisia 3
TT - Trinidad e Tobago 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
GT - Guatemala 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
UY - Uruguay 2
XK - ???statistics.table.value.countryCode.XK??? 2
Totale 11.062
Città #
Singapore 1.305
Santa Clara 704
Hong Kong 452
Ashburn 420
Hefei 382
San Jose 343
Beijing 312
Palermo 214
Lauterbourg 211
Florence 199
Ho Chi Minh City 189
Seoul 146
Tokyo 144
Los Angeles 136
Hanoi 120
Dallas 62
Genoa 59
New York 59
Milan 55
São Paulo 49
Rome 48
Messina 42
Council Bluffs 38
Buffalo 36
Frankfurt am Main 32
Helsinki 31
Guangzhou 29
Orem 28
Potenza 27
Boardman 25
Warsaw 25
Da Nang 22
Rio de Janeiro 22
Naples 21
Nuremberg 21
Düsseldorf 20
Johannesburg 19
Montreal 19
Minamishinagawa 17
Toronto 17
Belo Horizonte 16
Catania 16
London 16
Sala Baganza 16
Haiphong 15
Amsterdam 14
Chicago 14
Houston 14
Stockholm 14
Dublin 13
Amman 12
Atlanta 12
Baghdad 12
Bangkok 12
Bengaluru 12
Brasília 12
Carini 12
Curitiba 12
Denver 12
Mexico City 12
Munich 12
Salvador 12
San Francisco 12
Lima 11
Manchester 11
Sestri Levante 11
Guayaquil 10
Kuala Lumpur 10
Phoenix 10
Vienna 10
Biên Hòa 9
Brooklyn 9
Chennai 9
Florianópolis 9
Fortaleza 9
Guarulhos 9
Nairobi 9
Osasco 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
Bologna 7
Hải Dương 7
Jakarta 7
Nha Trang 7
Porto Alegre 7
Agrate Brianza 6
Ankara 6
Bitonto 6
Bogotá 6
Cape Town 6
Totale 6.710
Nome #
ARNAS Civico App 413
Analysing the impact of Artificial Intelligence on teacher-student interaction in the light of actor-network theory 171
SuperCyberKids: Enhancing Cybersecurity Education in K-12 Through Digital Game-Based Learning 132
Distance learning during the first lockdown: impact on the family and its effect on students' engagement 115
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 115
The role of mental rotation in Tetris (tm) gameplay: An ACT-R computational cognitive model 112
Shaping the foundation of the SuperCyberKids Learning Framework: a comprehensive analysis of cybersecurity education initiatives 110
Pensiero Computazionale ed Embodied Cognition 110
Authenticity in VR and XR experiences: a conceptual framework for Digital Heritage 103
BubbleMumble Lab: un Mobile Serious Game per l'apprendimento dei concetti legati ai processi di estrazione e funzionalizzazione delle vescicole extracellulari 99
Toward a game-based cybersecurity training for young students: the SuperCyberKids project. 97
Astronomy Communication: the REAL knowledge hub 95
DIGITAL INNOVATION FOR SOCIAL INCLUSION - AN EUROPEAN PERSPECTIVE ON ICT-BASED SECOND LANGUAGE LEARNING ACTIVITIES 95
SuperCyberKids Learning Framework (SCKLF): SuperCyberKids Project Deliverable 2.1 95
Il Fascicolo Sanitario Elettronico: uno strumento per la formazione continua in medicina 90
BubbleMumble Kart: un Web Serious Game per l'apprendimento dei concetti di base legati alle vescicole extracellulari 90
The Role of Metaphor in Serious Games Design: the BubbleMumble Case Study 89
Do we still need teachers? Navigating the paradigm shift of the teacher's role in the AI era 88
Abilitazione e Tele-abilitazione Home-based per i Disturbi dello Spettro Autistico: il progetto ATHENA 87
Piattaforma Futurelab 83
REMOTE SCHOOLING AND DISABILITIES: PERCEPTION AND ROLE OF THE FAMILIES DURING THE COVID-19 PANDEMIC EMERGENCY 81
Online learning paths for the comprehension of mathematical problem solving texts 79
Artificial Intelligence for Personalized Learning in K-12 Education. A Scoping Review. 77
PNPV 2.0 - Posso, non posso...vado! 75
GROUNDING L2 LEARNING IN SOCIAL PRACTICE THEORY: THE VIRGIL2 SERIOUS GAME 75
ADOPTING SERIOUS GAMES TO FACILITATE SCHOOL-WORK ALTERNATION DURING THE COVID19 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 74
Promuovere la mentalità imprenditoriale nella scuola secondaria 72
INVESTIGATING THE EFFICACY OF RETRIEVAL PRACTICE: A STUDY WITH UNDERGRADUATE NURSING STUDENTS 70
Sloop2Desc: an European project to introduce European Qualification Systems in higher education and schools 69
AI-Awareness: Fostering Teachers’ Awareness of Artificial Intelligence Through a Board Game 69
Italian parents' perception about learning practices and educational effectiveness of remote schooling during the first lockdown 68
God save the nerd! Realtà aumentata al #mtdvercelli 68
Tecnologie per la gestione della conoscenza 67
SLOOP2DESC. Rendere i docenti protagonisti dell'elearning e dei nuovi sistemi per la certificazione delle competenze basati su EQF 66
AI for Creative Skill Development: A State-of-the-Art Analysis on Current Theories and Approaches 66
Abilitazione e Tele-abilitazione Home-based e di "E-health Neuromedicine" per i Disturbi dello Spettro Autistico (ASD) e del Neurosviluppo 66
BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools 66
Fostering Entrepreneurial Mindsets at secondary school 65
La percezione dell’utilizzo dell’intelligenza artificiale nello svolgimento dei compiti a casa in un campione di insegnanti italiani 63
A Storytelling Robot Managing Persuasive and Ethical Stances via ACT-R: An Exploratory Study 63
The effect of disposition to critical thinking on playing serious games 63
PNPV2 TESTING PLAN 62
DragOne app iOS 62
I mondi virtuali entrano a scuola: un ambiente per imparare la Fisica 62
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 61
Analyzing Creativity in the Light of Social Practice Theory 59
Quando il gioco si fa serio: uManager 58
Guidelines targeting game designers: SuperCyberKids Project Deliverable no. D4.3 58
Embodied Cognition in learning STEM disciplines. An overview on the role of spatial skills 58
Emerging Educational technologies and Practices 57
Designing a new Smart, Adaptive and Embodied Learning Environment 57
7th International Conference on Games and Learning Alliance, GALA 2018 56
Training teachers towards an aware and competent use of AI in education 53
The role of disposition to critical thinking in digital game-based learning 53
CASE - Career Assistance and Spirit of Enterprise 52
A personal intelligent coach for smart embodied learning environments 52
Le tecnologie mobili dell'apprendimento permanente, il progetto MOTILL 52
Move your mind: Creative dancing humanoids as support to STEAM activities 51
Using ontologies to support learning in a web 2.0 environment 51
ScienceLab: Un giorno da scienziato al Consiglio Nazionale delle Ricerche di Palermo. Un viaggio esplorativo tra le scienze matematiche, informatiche, fisiche e naturali 51
DragOne app Android 51
Relazione di ultimazione dei lavori del progetto Knowledge management per la PA 50
DIGEN - Innovative Teacher Training (Digital Teacherpreneur) 50
The effects of mental rotation on computational thinking 50
Social Practices based characters in a Robotic Storytelling System 50
MOTILL Partnership Virtual Community (PVC) 49
I SERIOUS GAME PER L'EDUCAZIONE ALLA CULTURA DI IMPRESA: L'ESPERIENZA UMANAGER PER Esperienza inSegna 2018 49
A serious game to promote and facilitate entrepreneurship education for young students 48
Towards The Learning Object Management System And Dynamic Use Of Metadata 47
Test-enhanced learning: analysis of an experience with undergraduate nursing students 47
Meta-analysis of the technological context (Project CHANGES - Spoke 4) 47
Using the educational potential mapper to design an adaptive serious game: The "uManager" case study 47
Athena App iOS 47
Mind Games 46
A NEW EDUCATIONAL METHODOLOGY TO RESEARCH AND OBSERVE BEHAVIOURS AND OUTCOMES IN AUTISM WITH ROBOTIC TEACHING AND EDUTAINMENT 46
Report on Learning in Virtual Worlds & Gamification 46
An Overview of Open-Source Chatbots Social Skills 45
Entrepreneurship education in Italian secondary education 45
Premio: MoULe - GOLD Award at the mLearn 2009 44
Targeting quality of life in asthmatic children: The MyTEP pilot randomized trial 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
Tecnologie mobili e apprendimento. Alcune considerazioni sull'uso del sistema MoULe 43
Chat Agents Tutoring System 43
A Model to explain Italian regional differences in PISA 2009 outcomes 43
Le Tecnologie Mobili nella Scuola Italiana: una esperienza per le vie di Palermo 42
PROMOTING CONTINUING HEALTHCARE EDUCATION DURING THE DAILY CLINICAL WORK 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
Using Agents to Simulate a Tourist Market in an Educational Game 41
Social knowledge building in a mobile learning environment 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
WORLD OF PHYSICS: AN IMMERSIVE 3D VIRTUAL ENVIRONMENT TO ASSIST STUDENTS IN PHYSICS EDUCATION 41
Scuola di Formazione Tempi Moderni 2.0 41
Le Tecnologie mobili dell'apprendimento permanente: best practices 40
Fostering OER communities of Practice with Teachers 40
Integrating mobile technologies in the Italian educational context 40
Totale 6.763
Categoria #
all - tutte 40.917
article - articoli 10.544
book - libri 434
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 3.714
Totale 55.609


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
2026/2027226 226 0 0 0 0 0 0 0 0 0 0 0
Totale 11.210