MARINENSI, GIADA
 Distribuzione geografica
Continente #
AS - Asia 197
EU - Europa 153
NA - Nord America 120
OC - Oceania 3
AF - Africa 1
SA - Sud America 1
Totale 475
Nazione #
US - Stati Uniti d'America 116
SG - Singapore 82
HK - Hong Kong 81
IT - Italia 48
FI - Finlandia 24
FR - Francia 24
GB - Regno Unito 21
DE - Germania 12
TR - Turchia 7
BE - Belgio 4
CN - Cina 4
IN - India 4
CA - Canada 3
CZ - Repubblica Ceca 3
ID - Indonesia 3
MY - Malesia 3
NL - Olanda 3
VN - Vietnam 3
AT - Austria 2
AU - Australia 2
GR - Grecia 2
NO - Norvegia 2
AE - Emirati Arabi Uniti 1
BR - Brasile 1
CY - Cipro 1
EE - Estonia 1
GE - Georgia 1
IE - Irlanda 1
IL - Israele 1
JO - Giordania 1
KG - Kirghizistan 1
KZ - Kazakistan 1
LK - Sri Lanka 1
LT - Lituania 1
LV - Lettonia 1
MA - Marocco 1
MX - Messico 1
NZ - Nuova Zelanda 1
PL - Polonia 1
PT - Portogallo 1
RU - Federazione Russa 1
SE - Svezia 1
TH - Thailandia 1
TM - Turkmenistan 1
Totale 475
Città #
Hong Kong 81
Helsinki 24
Paris 24
Rome 21
Singapore 20
London 17
Boardman 14
Council Bluffs 12
West Jordan 12
Pisa 10
Los Angeles 9
Chicago 6
Florence 6
Köseköy 5
Sona 5
Brussels 4
Pune 4
Ho Chi Minh City 3
Kuala Lumpur 3
Ankara 2
Athens 2
Brisbane 2
Brno 2
Falkenstein 2
Hanover 2
Hove 2
Newark 2
Oslo 2
Ottawa 2
Seattle 2
Semarang 2
Almaty 1
Ambrolauri 1
Amman 1
Ashburn 1
Ashgabat 1
Auckland 1
Bishkek 1
Changsha 1
Colombo 1
Częstochowa 1
Dublin 1
Guangzhou 1
Jakarta 1
Mexico City 1
Munich 1
New York 1
Nicosia 1
Perugia 1
Prague 1
Riga 1
Stockholm 1
São Paulo 1
Tallinn 1
Tel Aviv 1
Toronto 1
Vienna 1
Totale 330
Nome #
A taxonomy and a proposal for a classification of serious games 37
Higher education students’ perception of their learning outcomes: validation of a measurement scale 37
Integrare l'e-learning nei percorsi formativi aziendali: un'opportunità per accrescere il valore del know-how interno 31
Optimizing User Experience in Amusement Parks and Enhancing their Active Role in Urban Spaces through New Technology 30
INNOVATIVE TECHNOLOGIES IN MUSEUMS: A REVIEW OF GAMIFIED AUGMENTED REALITY EXPERIENCES 30
The Chronicles of Knowledge: Learning with a Tabletop Game 27
An intersectional study on student learning outcome perceptions 27
Students’ perspective of digital technologies in higher education 26
Tra ambienti ed esperienze di apprendimento: il digitale come possibilità 25
Gamification and game-based learning in higher education: a case study about teachers’ expectations 20
DRIVERS AND BARRIERS TO THE ADOPTION OF GAMIFICATION TO SUPPORT LOCAL ADMINISTRATORS IN POSITIVE ENERGY DISTRICTS IMPLEMENTATION: AN ITALIAN CASE STUDY 18
Fostering motivation through Gamification: Understanding the impact of different kind of rewards on learners' motivation in the framework of Self-Determination Theory 18
Understanding Stakeholder Perspectives: Towards the Design of a Serious Game for Positive Energy Districts 17
Evaluating Phillips’ Game Rewards Taxonomy: Implications for the Gamification Design 16
Gamification as a Strategy to Increase Student Engagement in Higher Education: Exploring Teachers’ Perspectives 13
EXPERIENCES AND EFFECTS OF FLIPPED LEARNING ON FASHION, TEXTILES AND CLOTHING EDUCATION: A SYSTEMATIC LITERATURE REVIEW 12
Exploring Higher Education Teachers’ Attitudes Towards Gamification 12
Combining Gamification and Flipped Classroom to improve students' engagement in Higher Education 11
Creating e-learning History of Art courses in Higher Education 11
Sul serio o per gioco Potenzialità e limiti dei serious game in campo educativo 10
InTouch: an innovative m-learning kit to improve non-routine skills 10
Inf@nziaDIGI.tales 3.6 programma Operativo Nazionale Ricerca e Competitività 2007-2013 10
From theory to practice: A systematic literature review of Gamified Flipped Learning in higher education 10
Progettare soluzioni di lifelong learning mediante l'utilizzo di serious games per device mobili: l'esperienza InTouch 9
A ludic/narrative interpretation of the willingness to repeatedly play mobile serious games. International Journal On Advances in Networks and Services 9
Appling game-based learning principles to the design of a Massive Open Online Course (MOOC): the TECLO project approach 8
Serious Games: a proposal of taxonomy based on the relationship between game and simulation 8
Vero come Loro: un serious game sulla lotta alla contraffazione 7
True Hunters. A Serious Game against counterfeiting 7
Il ruolo degli e-tutor nei percorsi formativi in e-learning: l'esperienza dell'Agenzia delle Entrate 7
The role of narrative in educational gamification. Findings from a case study 5
Soluzioni di mobile playful learning in ambito museale 5
Totale 523
Categoria #
all - tutte 3.761
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 3.761


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2022/202341 0 0 0 3 4 0 0 0 2 6 23 3
2023/2024128 16 9 0 4 3 7 16 24 2 22 7 18
2024/2025354 2 16 0 17 24 100 77 16 99 3 0 0
Totale 523