Francesca Maria Dagnino
Orcid: 0000-0002-2416-702X
According to our database1,
Francesca Maria Dagnino
authored at least 26 papers
between 2012 and 2021.
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Bibliography
2021
A Dashboard to Monitor Self-Regulated Learning Behaviours in Online Professional Development.
Int. J. Distance Educ. Technol., 2021
2020
The distant Horizon: Investigating the relationship between social sciences academic research and game development.
Entertain. Comput., 2020
2019
Br. J. Educ. Technol., 2019
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations.
Proceedings of the 11th International Conference on Computer Supported Education, 2019
2018
Exploring teachers' needs and the existing barriers to the adoption of Learning Design methods and tools: A literature survey.
Br. J. Educ. Technol., 2018
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018
Proceedings of the 10th International Conference on Computer Supported Education, 2018
2017
Innovative technologies for intangible cultural heritage education and preservation: the case of i-Treasures.
Pers. Ubiquitous Comput., 2017
Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style.
Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017) - Volume 5: VISAPP, Porto, Portugal, February 27, 2017
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017
Supporting teachers' self- reflection and professional development with gamification.
Proceedings of the 7th Workshop on Awareness and Reflection in Technology Enhanced Learning co-located with the 12th European Conference on Technology Enhanced Learning (EC-TEL 2017), 2017
2016
Gamifying teacher professional development: an experience with collaborative learning design.
IxD&A, 2016
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016
2015
Intangible Cultural Heritage: Towards collaborative planning of educational interventions.
Comput. Hum. Behav., 2015
Comput. Hum. Behav., 2015
Novel 3D Game-like Applications Driven by Body Interactions for Learning Specific Forms of Intangible Cultural Heritage.
Proceedings of the VISAPP 2015, 2015
A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing - "Human Beat Box".
Proceedings of the VISAPP 2015, 2015
Proceedings of the 2nd Digital Heritage International Congress, 2015
2014
Serious games and the development of an entrepreneurial mindset in higher education engineering students.
Entertain. Comput., 2014
An Integrated Platform Supporting Intangible Cultural Heritage Learning and Transmission: Definition of Requirements and Evaluation Criteria.
J. Comput. Inf. Technol., 2014
A Participatory Approach to Define User Requirements of a Platform for Intangible Cultural Heritage Education.
Proceedings of the VISAPP 2014, 2014
Widening Access to Intangible Cultural Heritage: towards the Development of an Innovative Platform.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 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
2012
Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012