Alessandra Antonaci

Orcid: 0000-0002-9157-4450

According to our database1, Alessandra Antonaci authored at least 18 papers between 2013 and 2020.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Bibliography

2020
Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies.
Int. J. Serious Games, 2020

2019
The Effects of Gamification in Online Learning Environments: A Systematic Literature Review.
Informatics, 2019

May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform.
Int. J. Serious Games, 2019

Gamifire - A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Gamifire - A Cloud-Based Infrastructure for Deep Gamification of MOOC.
Proceedings of the Transforming Learning with Meaningful Technologies, 2019

Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User's Engagement: An Experimental Study.
Proceedings of the Transforming Learning with Meaningful Technologies, 2019

2018
Get Gamification of MOOC right!
Int. J. Serious Games, 2018

2017
Gamification to empower information security education.
Proceedings of the 1st International GamiFIN Conference, Pori, Finland, May 9-10, 2017., 2017

gMOOCs - Flow and Persuasion to Gamify MOOCs.
Proceedings of the Games and Learning Alliance - 6th International Conference, 2017

Towards Implementing Gamification in MOOCs.
Proceedings of the Games and Learning Alliance - 6th International Conference, 2017

Gamification in MOOCs to enhance users' goal achievement.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Identifying Game Elements Suitable for MOOCs.
Proceedings of the Data Driven Approaches in Digital Education, 2017

2015
A gamified collaborative course in entrepreneurship: Focus on objectives and tools.
Comput. Hum. Behav., 2015

Towards Design Patterns for Augmented Reality Serious Games.
Proceedings of the Mobile Learning Voyage - From Small Ripples to Massive Open Waters, 2015

2014
Serious games and the development of an entrepreneurial mindset in higher education engineering students.
Entertain. Comput., 2014

A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education.
Proceedings of the VISAPP 2014, 2014

2013
A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students.
Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies, 2013

Digital technology and transmission of Intangible Cultural Heritage: The case of Cantu a Tenore.
Proceedings of the 1st Digital Heritage International Congress, 2013


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