Digital technology and transmission of Intangible Cultural Heritage: The case of Cantu a Tenore. - Alessandra Antonaci; Francesca Maria Dagnino; Michela Ott; Francesca Pozzi; Paolo Bravi; Marco Lutzu; Sebastiano Pilosu (Digital Heritage (2), 2013)

A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students. - Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Elisa Lavagnino; Alessandra Antonaci; Francesca Maria Dagnino; Michela Ott (ICALT, 2013)

A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education. - Francesca Pozzi; Alessandra Antonaci; Francesca Maria Dagnino; Michela Ott; Mauro Tavella (VISAPP (2), 2014)

Serious games and the development of an entrepreneurial mindset in higher education engineering students. - Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Elisa Lavagnino; Alessandra Antonaci; Francesca Maria Dagnino; Michela Ott; Margarida Romero; Mireia Usart; Igor S. Mayer (Entertain. Comput., 2014)

Towards Design Patterns for Augmented Reality Serious Games. - Alessandra Antonaci; Roland Klemke; Marcus Specht (mLearn, 2015)

A gamified collaborative course in entrepreneurship: Focus on objectives and tools. - Alessandra Antonaci; Francesca Maria Dagnino; Michela Ott; Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Elisa Lavagnino; Margarida Romero; Mireia Usart; Igor S. Mayer (Comput. Hum. Behav., 2015)

Identifying Game Elements Suitable for MOOCs. - Alessandra Antonaci; Roland Klemke; Christian M. Stracke; Marcus Specht (EC-TEL, 2017)

Gamification in MOOCs to enhance users' goal achievement. - Alessandra Antonaci; Roland Klemke; Christian M. Stracke; Marcus Specht (EDUCON, 2017)

Towards Implementing Gamification in MOOCs. - Alessandra Antonaci; Roland Klemke; Christian M. Stracke; Marcus Specht (GALA, 2017)

gMOOCs - Flow and Persuasion to Gamify MOOCs. - Alessandra Antonaci; Daria Peter; Roland Klemke; Tim Bruysten; Christian M. Stracke; Marcus Specht (GALA, 2017)

Gamification to empower information security education. - Alessandra Antonaci; Roland Klemke; Christian M. Stracke; Marcus Specht; Mario Spatafora; Kamelia Stefanova (GamiFIN, 2017)

Get Gamification of MOOC right! - Alessandra Antonaci; Roland Klemke; Karel Kreijns; Marcus Specht (Int. J. Serious Games, 2018)

Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User's Engagement: An Experimental Study. - Alessandra Antonaci; Roland Klemke; Johan Lataster; Karel Kreijns; Marcus Specht (EC-TEL, 2019)

Gamifire - A Cloud-Based Infrastructure for Deep Gamification of MOOC. - Roland Klemke; Alessandra Antonaci; Bibeg Limbu (EC-TEL, 2019)

Gamifire - A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs. - Roland Klemke; Alessandra Antonaci; Bibeg Limbu (GALA, 2019)

May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform. - Alessandra Antonaci; Roland Klemke; Kim Dirkx; Marcus Specht (Int. J. Serious Games, 2019)

The Effects of Gamification in Online Learning Environments: A Systematic Literature Review. - Alessandra Antonaci; Roland Klemke; Marcus Specht (Informatics, 2019)

Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies. - Roland Klemke; Alessandra Antonaci; Bibeg Limbu (Int. J. Serious Games, 2020)

Teaching and Recognition of Skills in the Digital Era Through OER-Based Personalized and Gamified Learning: The ENCORE Project. - Antonio Bucchiarone; Filippo Chiarello; Juliana Elisa Raffaghelli; Vito Giordano; Andrea Vázquez-Ingelmo; Gianluca Schiavo; Alessandra Antonaci; Valentina Grion; Alessandro Guadagni (EDUCON, 2024)

Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment. - Melina Rose; Alessandra Antonaci; Martin Bonnet; Roland Klemke (ICEC, 2025)