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Alessandra Antonaci
Alessandra Antonaci
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Serious games and the development of an entrepreneurial mindset in higher education engineering students
F Bellotti, R Berta, A De Gloria, E Lavagnino, A Antonaci, F Dagnino, M Ott, ...
Entertainment Computing 5 (4), 357-366, 2014
1152014
The effects of gamification in online learning environments: A systematic literature review
A Antonaci, R Klemke, M Specht
Informatics 6 (3), 32, 2019
1052019
A gamified collaborative course in entrepreneurship: Focus on objectives and tools
A Antonaci, FM Dagnino, M Ott, F Bellotti, R Berta, A De Gloria, ...
Computers in Human Behavior 51, 1276-1283, 2015
852015
A gamified short course for promoting entrepreneurship among ICT engineering students
F Bellotti, R Berta, A De Gloria, E Lavagnino, A Antonaci, FM Dagnino, ...
2013 IEEE 13th International Conference on Advanced Learning Technologies, 31-32, 2013
852013
Gamification in MOOCs to enhance users' goal achievement
A Antonaci, R Klemke, CM Stracke, M Specht
2017 IEEE Global Engineering Education Conference (EDUCON), 1654-1662, 2017
552017
The flipped MOOC: using gamification and learning analytics in MOOC design—a conceptual approach
R Klemke, M Eradze, A Antonaci
Education Sciences 8 (1), 25, 2018
542018
Virtual museums, cultural heritage education and 21st century skills
A Antonaci, M Ott, F Pozzi
Learning & Teaching with Media & Technology 185, 2013
332013
Get Gamification of MOOC right! How to Embed the Individual and Social Aspects of MOOCs in Gamification Design.
A Antonaci, R Klemke, K Kreijns, M Specht
International Journal of Serious Games 5 (3), 61-78, 2018
322018
Gamification of MOOCs adopting social presence and sense of community to increase user’s engagement: An experimental study
A Antonaci, R Klemke, J Lataster, K Kreijns, M Specht
European Conference on Technology Enhanced Learning, 172-186, 2019
242019
Identifying game elements suitable for MOOCs
A Antonaci, R Klemke, CM Stracke, M Specht
European conference on technology enhanced learning, 355-360, 2017
212017
Towards design patterns for augmented reality serious games
A Antonaci, R Klemke, M Specht
International Conference on Mobile and Contextual Learning, 273-282, 2015
182015
A participatory approach to define user requirements of a platform for intangible cultural heritage education
F Pozzi, A Antonaci, FM Dagnino, M Ott, M Tavella
2014 International Conference on Computer Vision Theory and Applications …, 2014
182014
Students’ perceptions of the peer-feedback experience in MOOCs
J Kasch, P van Rosmalen, A Löhr, R Klemke, A Antonaci, M Kalz
Distance Education 42 (1), 145-163, 2021
112021
Gamification to empower information security education
A Antonaci, R Klemke, CM Stracke, M Specht, M Spatafora, K Stefanova
International GamiFIN Conference 2017, 32-38, 2017
102017
TECHNOLOGY ENHANCED VISIT TO MUSEUMS. A CASE STUDY: “KEYS TO ROME”
A Antonaci, A Pagano
INTED2015 Conference, 4563- 4570, 2015
92015
gMOOCs–flow and persuasion to gamify MOOCs
A Antonaci, D Peter, R Klemke, T Bruysten, CM Stracke, M Specht
International Conference on Games and Learning Alliance, 126-136, 2017
82017
May the plan be with you! A usability study of the stimulated planning game element embedded in a MOOC platform
A Antonaci, R Klemke, K Dirkx, M Specht
International Journal of Serious Games 6 (1), 49-70, 2019
72019
Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies.
R Klemke, A Antonaci, B Limbu
Int. J. Serious Games 7 (3), 97-129, 2020
52020
The effects of gamification in online learning environments: A systematic literature review. Informatics, 6 (3), 1-22.[32]
A Antonaci, R Klemke, MM Specht
42019
The eSG Project: A Blended Learning Model for Teaching Entrepreneurship Through Serious Games
FM Dagnino, A Antonaci, M Ott, E Lavagnino, F Bellotti, R Berta, ...
European Conference on Innovation and Entrepreneurship, 147, 2015
42015
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