ALLEGRA, MARIO
 Distribuzione geografica
Continente #
AS - Asia 5.082
NA - Nord America 2.626
EU - Europa 1.843
SA - Sud America 870
AF - Africa 94
OC - Oceania 18
Continente sconosciuto - Info sul continente non disponibili 1
Totale 10.534
Nazione #
US - Stati Uniti d'America 2.488
SG - Singapore 2.280
CN - Cina 1.166
IT - Italia 1.023
BR - Brasile 702
VN - Vietnam 467
HK - Hong Kong 457
FR - Francia 332
KR - Corea 178
JP - Giappone 130
DE - Germania 100
NL - Olanda 93
GB - Regno Unito 81
AR - Argentina 72
BD - Bangladesh 72
IN - India 66
CA - Canada 64
FI - Finlandia 43
MX - Messico 41
ZA - Sudafrica 39
ID - Indonesia 38
IQ - Iraq 27
IL - Israele 25
EC - Ecuador 23
CO - Colombia 21
PL - Polonia 20
TR - Turchia 20
AT - Austria 19
ES - Italia 18
PH - Filippine 18
AU - Australia 17
MA - Marocco 17
PE - Perù 16
SE - Svezia 16
SA - Arabia Saudita 15
TH - Thailandia 15
CL - Cile 14
AE - Emirati Arabi Uniti 13
RU - Federazione Russa 12
JO - Giordania 11
MY - Malesia 11
UA - Ucraina 11
IE - Irlanda 10
UZ - Uzbekistan 10
EG - Egitto 9
JM - Giamaica 9
KZ - Kazakistan 9
PY - Paraguay 9
BG - Bulgaria 8
LT - Lituania 8
PK - Pakistan 8
VE - Venezuela 8
CH - Svizzera 7
AZ - Azerbaigian 6
KE - Kenya 6
KG - Kirghizistan 6
SK - Slovacchia (Repubblica Slovacca) 6
HU - Ungheria 5
RS - Serbia 5
TT - Trinidad e Tobago 5
AL - Albania 4
BB - Barbados 4
KH - Cambogia 4
RO - Romania 4
TW - Taiwan 4
AM - Armenia 3
GT - Guatemala 3
HN - Honduras 3
LB - Libano 3
NO - Norvegia 3
OM - Oman 3
TN - Tunisia 3
UY - Uruguay 3
AO - Angola 2
BE - Belgio 2
BN - Brunei Darussalam 2
BO - Bolivia 2
BY - Bielorussia 2
CY - Cipro 2
CZ - Repubblica Ceca 2
DK - Danimarca 2
DZ - Algeria 2
ET - Etiopia 2
GE - Georgia 2
GH - Ghana 2
MD - Moldavia 2
MN - Mongolia 2
NI - Nicaragua 2
NP - Nepal 2
PA - Panama 2
RE - Reunion 2
BF - Burkina Faso 1
BH - Bahrain 1
BS - Bahamas 1
BW - Botswana 1
CG - Congo 1
CI - Costa d'Avorio 1
CR - Costa Rica 1
DO - Repubblica Dominicana 1
EE - Estonia 1
Totale 10.514
Città #
Singapore 1.323
Santa Clara 677
Hong Kong 449
Hefei 434
Ashburn 360
San Jose 306
Beijing 273
Lauterbourg 215
Palermo 211
Seoul 172
Ho Chi Minh City 171
Los Angeles 127
Tokyo 103
Hanoi 101
Florence 91
Dallas 58
Milan 55
New York 46
Potenza 44
São Paulo 43
Guangzhou 42
Rome 39
Buffalo 36
Council Bluffs 31
Helsinki 31
Messina 26
Frankfurt am Main 25
Rio de Janeiro 24
Genoa 23
Da Nang 22
Minamishinagawa 21
Orem 21
Johannesburg 20
Düsseldorf 19
Toronto 18
Haiphong 17
Naples 17
Warsaw 17
Bengaluru 16
Houston 16
Montreal 16
Nuremberg 16
Catania 15
Belo Horizonte 14
Curitiba 14
Denver 14
Amsterdam 12
Carini 12
Stockholm 12
Amman 11
Baghdad 11
Bangkok 11
Bologna 11
Chennai 11
Dublin 11
Lima 11
London 11
Phoenix 11
Salvador 11
San Francisco 11
Biên Hòa 10
Boardman 10
Chicago 10
Hải Dương 10
Jakarta 10
Mexico City 10
Brooklyn 9
Fortaleza 9
Munich 9
New Delhi 9
Shanghai 9
Tashkent 9
Turin 9
Brasília 8
Buenos Aires 8
Campinas 8
Elk Grove Village 8
Manchester 8
Newark 8
Paris 8
Porto Alegre 8
São Bernardo do Campo 8
Vienna 8
Alcamo 7
Atlanta 7
Dhaka 7
Duque de Caxias 7
Florianópolis 7
Guarulhos 7
Guayaquil 7
Hangzhou 7
Kuala Lumpur 7
Las Vegas 7
Ninh Bình 7
Pelotas 7
Riyadh 7
Sydney 7
Vũng Tàu 7
Baku 6
Betim 6
Totale 6.306
Nome #
ARNAS Civico App 420
Analysing the impact of Artificial Intelligence on teacher-student interaction in the light of actor-network theory 172
Distance learning during the first lockdown: impact on the family and its effect on students' engagement 116
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
Pensiero Computazionale ed Embodied Cognition 111
BubbleMumble Lab: un Mobile Serious Game per l'apprendimento dei concetti legati ai processi di estrazione e funzionalizzazione delle vescicole extracellulari 101
Astronomy Communication: the REAL knowledge hub 95
DIGITAL INNOVATION FOR SOCIAL INCLUSION - AN EUROPEAN PERSPECTIVE ON ICT-BASED SECOND LANGUAGE LEARNING ACTIVITIES 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 90
EXPLORING STUDENTS' MOTIVATION FOR CHOOSING HEALTHCARE DEGREE COURSES 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
La scelta universitaria in Italia: differenze fra nord e sud 86
REMOTE SCHOOLING AND DISABILITIES: PERCEPTION AND ROLE OF THE FAMILIES DURING THE COVID-19 PANDEMIC EMERGENCY 81
Artificial Intelligence for Personalized Learning in K-12 Education. A Scoping Review. 78
Gym2Learn a Web Annotation System for text Comprehension 75
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
The relationship between empathy and altruistic motivations in nursing studies: a multi-method study 73
Promuovere la mentalità imprenditoriale nella scuola secondaria 72
La classe ibrida inclusiva: un ponte tra scuola in ospedale, istruzione domiciliare e scuola tradizionale 71
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
God save the nerd! Realtà aumentata al #mtdvercelli 69
A Tool To Activate Metacognitive Strategies During Web Surfing: A Pilot Study 68
Italian parents' perception about learning practices and educational effectiveness of remote schooling during the first lockdown 68
Tecnologie per la gestione della conoscenza 67
Fostering Entrepreneurial Mindsets at secondary school 66
SLOOP2DESC. Rendere i docenti protagonisti dell'elearning e dei nuovi sistemi per la certificazione delle competenze basati su EQF 66
VODIE - Vocational Education of Visually Impaired People via Distance Education project 66
Abilitazione e Tele-abilitazione Home-based e di "E-health Neuromedicine" per i Disturbi dello Spettro Autistico (ASD) e del Neurosviluppo 66
Do the Academic Web Sites Fit the Information Needs of Potential Students? 65
The effect of disposition to critical thinking on playing serious games 64
PNPV2 TESTING PLAN 62
Guiding students to acquire strategies for Web Learning through Gym2Learn 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
Quando il gioco si fa serio: uManager 59
Analyzing Creativity in the Light of Social Practice Theory 59
Emerging Educational technologies and Practices 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
I SERIOUS GAME PER L'EDUCAZIONE ALLA CULTURA DI IMPRESA: L'ESPERIENZA UMANAGER PER Esperienza inSegna 2018 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
DIGEN - Innovative Teacher Training (Digital Teacherpreneur) 51
DragOne app Android 51
Relazione di ultimazione dei lavori del progetto Knowledge management per la PA 50
ICT to Train Students towards Creative Thinking 50
REAL: Risorse Educative per l'Astronomia Laboratoriale 50
The effects of mental rotation on computational thinking 50
A serious game to promote and facilitate entrepreneurship education for young students 48
PRE-SERVICE TEACHERS' MOTIVATIONS FOR CHOOSING TEACHING AS A PROFESSION 48
Exploring factors predicting undergraduate healthcare students' use of learning strategies 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
Self-reported motivation for choosing nursing studies: a self-determination theory perspective 47
Using the educational potential mapper to design an adaptive serious game: The "uManager" case study 47
Athena App iOS 47
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
Entrepreneurship education in Italian secondary education 45
Kaleidoscope 45
Progetto L.E.M.M.A (Learning Environment based on multimedia Micro Activities) 44
Adverse selection in online education 44
Targeting quality of life in asthmatic children: The MyTEP pilot randomized trial 44
VecNET - Vocational Education Coorperation and Network 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
Cultural heritage and educational web sites 43
Surfing To Learn 43
Chat Agents Tutoring System 43
A Model to explain Italian regional differences in PISA 2009 outcomes 43
Metacognition in Web-Based Learning Activities 42
PROMOTING CONTINUING HEALTHCARE EDUCATION DURING THE DAILY CLINICAL WORK 42
Addestramenti metacognitivi: rassegna dei programmi tradizionali e linee guida per una implementazione web-based 42
Multimodal Annotation to Support Web Learning Activities 42
IPERAREA: architettura, metodologia, prototipo : Rapporto tecnico N.7/106 della collana del Progetto Finalizzato del C.N.R "Sistemi Informatici e Calcolo Parallelo", Sotto progetto 7, Novembre 1992 42
Active documentation of the ST C104 router and of the ST C101 parallel DS-Link adaptor 41
Using Agents to Simulate a Tourist Market in an Educational Game 41
Did@Browser: A Tool To Support The Surfing Activities Of Students 41
Gym2Learn, a metacognitive tool for web learning 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
Fostering OER communities of Practice with Teachers 40
Sperimentare le tecnologie informatiche per la comunicazione in classe. 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
Towards accessible Mobile Learning 40
Improve the Efficiency and the Attractiveness of Environmental Engineering and Waste Management Training with Game Based Virtual Reality -VR-WAMA 40
Totale 6.411
Categoria #
all - tutte 39.460
article - articoli 11.022
book - libri 518
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 2.396
Totale 53.396


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2023/202482 0 0 0 0 0 0 0 0 13 1 58 10
2024/20253.482 14 15 259 142 601 211 99 135 144 121 914 827
2025/20266.833 367 569 621 1.063 1.343 313 885 375 423 412 335 127
2026/2027240 240 0 0 0 0 0 0 0 0 0 0 0
Totale 10.637