Artificial immune systems for Artificial Olfaction data analysis: Comparison between AIRS and ANN models. - Saverio De Vito; Eugenio Martinelli; Raffaele Di Fuccio; Francesco Tortorella; Girolamo Di Francia; Arnaldo D'Amico; Corrado Di Natale (IJCNN, 2010)

BlockMagic, A Hybrid Educational Environment Based on RFID Technology and Internet of Things Concepts. - Orazio Miglino; Raffaele Di Fuccio; Andrea Di Ferdinando; Carlo Ricci (IoT360 (1), 2014)

Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials. - Raffaele Di Fuccio; Michela Ponticorvo; Andrea Di Ferdinando; Orazio Miglino (EC-TEL, 2015)

Digital and Multisensory Storytelling: Narration with Smell, Taste and Touch. - Raffaele Di Fuccio; Michela Ponticorvo; Fabrizio Ferrara; Orazio Miglino (EC-TEL, 2016)

SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell. - Michela Ponticorvo; Fabrizio Ferrara; Raffaele Di Fuccio; Andrea Di Ferdinando; Orazio Miglino (MIS4TEL, 2017)

TriPOD: A Prototypal System for the Recognition of Capacitive Widget on Touchscreen Addressed for Montessori-Like Educational Applications. - Raffaele Di Fuccio; Giovanni Siano; Antonio De Marco (WorldCIST (2), 2017)

The Activity Board 1.0: RFID-NFC WI-FI Multitags Desktop Reader for Education and Rehabilitation Applications. - Raffaele Di Fuccio; Giovanni Siano; Antonio De Marco (WorldCIST (2), 2017)

An agent-based modelling approach to build up educational digital games for kindergarten and primary schools. - Michela Ponticorvo; Raffaele Di Fuccio; Andrea Di Ferdinando; Orazio Miglino (Expert Syst. J. Knowl. Eng., 2017)

Multisensory Educational Materials: Five Senses to Learn. - Michela Ponticorvo; Raffaele Di Fuccio; Fabrizio Ferrara; Angelo Rega; Orazio Miglino (MIS4TEL, 2018)

Demonstrating Machine Learning for Cancer Diagnostics. - Paul Walsh; Jennifer Lynch; Brian Kelly; Cintia C. Palu; Onofrio Gigliotta; Raffaele Di Fuccio (CERC, 2019)

The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity. - Raffaele Di Fuccio; Fabrizio Ferrara; Andrea Di Ferdinando (MIS4TEL (Workshops), 2019)

The DoCENT role play game: a tool for the training of the digital creativity for teachers. - Raffaele Di Fuccio; Fabrizio Ferrara; Andrea Di Ferdinando (PSYCHOBIT, 2019)

Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers. - Raffaele Di Fuccio; Andrea Di Ferdinando; Franco Rubinacci; Fabrizio Ferrara; Federico Diano; Raffaele Calabretta (PSYCHOBIT, 2020)

STOP: a gamified approach to support obese patients in changing their health habits. - Raffaele Di Fuccio; Monica Zampella; Orazio Miglino (PSYCHOBIT, 2020)

Usability and engagement of a digital and multisensorial tool for immersive storytelling: a pilot study. - Federica Somma; Raffaele Di Fuccio; Lavinia Lattanzio; Francesco Ferretti; Onofrio Gigliotta (PSYCHOBIT, 2020)

Digital Storytelling: a learning perspective. - Eliana Brunetti; Monica Zampella; Raffaele Di Fuccio; Fabrizio Ferrara; Orazio Miglino (PSYCHOBIT, 2021)

The SToP project app: promoting the creation of habits through explicit learning and self-monitoring. - Luca Fusco; Federico Diano; Federica Somma; Raffaele Di Fuccio; Fabrizio Ferrara; Luigia Simona Sica (PSYCHOBIT, 2021)

Operazionalization of the 4C-ID model in a practical context. - Daniela Pellegrini; Cinzia Mezzetti; Elena Messore; Serena Di Sanno; Laura Ducci; Raffaele Di Fuccio; Davide Marocco (PSYCHOBIT, 2021)

An innovative tool for olfactive learning with tangible user interfaces in MOOC learning for viticulture and enology learning. - Raffaele Di Fuccio; Giusi Antonia Toto; Michela Ponticorvo; Anna Parola; Davide Marocco; Orazio Miglino (teleXbe (2), 2021)

teleXbe 2021 - The role of technologies in education and new trajectories of blended learning. - Pierpaolo Limone; Raffaele Di Fuccio (teleXbe, 2021)

teleXbe-2021 - The balance distance and face-to-face learning: a field for the discussion of scientific evidences. - Pierpaolo Limone; Raffaele Di Fuccio (teleXbe (2), 2021)

Multisensorial tangible user interface for immersive storytelling: a usability pilot study with a visually impaired child. - Federica Somma; Raffaele Di Fuccio; Lavinia Lattanzio; Francesco Ferretti (teleXbe, 2021)

Creativity, Learning and Technology in MOOC: The DoCENT Approach Between Teaching and Gaming. - Luigia Simona Sica; Michela Ponticorvo; Raffaele Di Fuccio (HCI (8), 2022)

Burnout Syndrome Among Master's Degree Nursing Students Using a Compromising Negotiation Style Evaluated Through a Serious Game. - Valentina Zeffiro; Raffaele Di Fuccio; Rocco Mazzotta; Armando Pio Ronni; Rosaria Alvaro; Giampiera Bulfone; Fabio D'Agostino (MIS4TEL (Workshops), 2022)

The process of determining an educational research in the technological field understood as a complex and adaptive system: D-BOX as a case study. - Michele Domenico Todino; Aldo Caldarelli; Lucia Campitiello; Raffaele Di Fuccio; Stefano Di Tore; Giusi Antonia Toto (teleXbe, 2022)

Literature Review on MOOCs on Sensory (Olfactory) Learning. - Pierpaolo Limone; Sandra Pati; Giusi Antonia Toto; Raffaele Di Fuccio; Antonietta Baiano; Giuseppe Lopriore (Comput., 2022)

Game Based Learning for Enhancement of New Skills Using Micro-MOOCS for Academic Staff. - Alberto Fornasari; Alessia Scarinci; Raffaele Di Fuccio (eLearning, 2023)

Pre-service Teachers' Perception of Digital Competences and Innovative Teaching Methods. - Raffaele Di Fuccio; De Luca Maria Giovanna; Lella Clarissa (HELMeTO, 2023)

"Escape with Pulcinella": Development of A Gamified Environment And Pilot Study On Escape Rooms For Language Learning And Cultural Knowledge Acquisition. - Erica Chinzer; Raffaele Di Fuccio; Michela Ponticorvo (MetroXRAINE, 2023)

Learning Enhancer Tools: A Theoretical Framework to Use AI Chatbot in Education and Learning Applications. - Angelo Rega; Raffaele Di Fuccio; Erika Inderst (HCI (53), 2024)

"Better than my professor?" How to develop artificial intelligence tools for higher education. - Stefano Triberti; Raffaele Di Fuccio; Chiara Scuotto; Emanuele Marsico; Pierpaolo Limone (Frontiers Artif. Intell., 2024)

Digital games for career guidance: a systematic review using PRISMA guidelines. - Anna Parola; Raffaele Di Fuccio; Jenny Marcionetti; Pierpaolo Limone (Behav. Inf. Technol., 2024)

Co-created augmented reality app and its impact on the effectiveness of learning a foreign language and on cultural knowledge. - Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak (Smart Learn. Environ., 2024)

Exploring the effect of digital and multisensory educational materials on retention in primary school using Tangible User Interfaces. - Raffaele Di Fuccio; Michela Ponticorvo; Muhammad Amin Nadim; Pierpaolo Limone (Interact. Learn. Environ., 2025)