Michela Ott

Affiliations:
  • National Research Council, Italy


According to our database1, Michela Ott authored at least 51 papers between 2001 and 2017.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2017

2016
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games.
Comput. Educ., 2016

2015
Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
Games Cult., 2015

Social Empowerment of Intellectually Impaired through a Cloud Mobile System.
Future Internet, 2015

Intangible Cultural Heritage: Towards collaborative planning of educational interventions.
Comput. Hum. Behav., 2015

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

Supporting Collaborative Serious Game Studies Online.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

Cloud-mobile Assistive Technologies for People with Intellectual Impairments: A Microsoft Azure-based Solution.
Proceedings of the 5th International Conference on Digital Health 2015, 2015

2014
Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation.
Int. J. Game Based Learn., 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

Supporting Human Capital development with Serious Games: An analysis of three experiences.
Comput. Hum. Behav., 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

Learning through Game Making: An HCI Perspective.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014

SMART VIEW: A Serious Game Supporting Spatial Orientation of Subjects with Cognitive Impairments.
Proceedings of the Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge, 2014

Narrative Serious Game Mechanics (NSGM) - Insights into the Narrative-Pedagogical Mechanism.
Proceedings of the Games for Training, Education, Health and Sports, 2014

Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism.
Proceedings of the Games for Training, Education, Health and Sports, 2014

2013
Aspects of the Integration of Games into Educational Processes.
Int. J. Knowl. Soc. Res., 2013

Facilitating educators' knowledge sharing with dedicated Information Systems.
Comput. Hum. Behav., 2013

Serious Games in a European Policy Context.
Proceedings of the Serious Games Development and Applications, 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
GEL: Exploring Game Enhanced Learning.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Hot Issues in Game Enhanced Learning: The GEL Viewpoint.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 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

Challenging Current Ways of Evaluating and Documenting the Accessibility of Educational Digital Resources.
Int. J. Knowl. Soc. Res., 2012

Digital games as creativity enablers for children.
Behav. Inf. Technol., 2012

Reasoning on Reasoning through Serious Games.
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012

MAGICAL: Collaborative Game Building as a Means to Foster Reasoning Abilities and Creativity.
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012

Learning through Playing for or against Each Other? Promoting Collaborative Learning in Digital Game Based Learning.
Proceedings of the 20th European Conference on Information Systems, 2012

2011
Scaffolding Pedagogical Planning and the Design of Learning Activities: An On-Line System.
Int. J. Knowl. Soc. Res., 2011

Towards a new era for Cultural Heritage Education: Discussing the role of ICT.
Comput. Hum. Behav., 2011

Children's Performance with Digital Mind Games and Evidence for Learning Behaviour.
Proceedings of the Information Systems, E-learning, and Knowledge Management Research, 2011

ICT and Universal Access to Education: Towards a Culture of Accessibility.
Proceedings of the Information Systems, E-learning, and Knowledge Management Research, 2011

2010
Pedagogical plans as communication oriented objects.
Comput. Educ., 2010

Teacher, What Do You Mean by "Creativity"? An Italian Survey on the Use of ICT to Foster Student Creativity.
Proceedings of the Knowledge Management, Information Systems, E-Learning, and Sustainability Research, 2010

Empowering the Design and the Sharing of Learning Plans by Means of Net Technologies: The IAMEL System.
Proceedings of the Knowledge Management, Information Systems, E-Learning, and Sustainability Research, 2010

2009
Taking Up the Challenge of Evaluating Research Results in the Field of Technology Enhanced Learning.
Proceedings of the Visioning and Engineering the Knowledge Society. A Web Science Perspective, 2009

Fostering Creativity in Online Collaborative Learning Environments.
Proceedings of the Workshop on Methods & Tools for Computer Supported Collaborative Creativity Process: Linking Creativity & Informal Learning, 2009

2008
ICT and Cultural Heritage Education: Which Added Value?.
Proceedings of the Emerging Technologies and Information Systems for the Knowledge Society, 2008

Supporting the Design of Pilot Learning Activities with the Pedagogical Plan Manager.
Proceedings of the Learning to Live in the Knowledge Society, 2008

2007
Educational software and low vision students: evaluating accessibility factors.
Univers. Access Inf. Soc., 2007

Developing strategic and reasoning abilities with computer games at primary school level.
Comput. Educ., 2007

ICT Educational Tools and Visually Impaired Students: Different Answers to Different Accessibility Needs.
Proceedings of the Universal Access in Human-Computer Interaction. Applications and Services, 2007

2006
Accessibility of Educational Multimedia: in search of specific standards.
Int. J. Emerg. Technol. Learn., 2006

2003
Considerations on Universal Access and Universal Design as concerns Educational Software.
Proceedings of the Human-Computer Interaction: Universal Access in HCI: Inclusive Design in the Information Society, 2003

2001
Accessible software for early maths education: focusing on content, strategies, interface.
Proceedings of the Universal Access In HCI: Towards an Information Society for All, 2001


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