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
592014
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
562013
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
482015
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
412017
Virtual museums, cultural heritage education and 21st century skills
A Antonaci, M Ott, F Pozzi
Learning & Teaching with Media & Technology 185, 2013
232013
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
222018
Get Gamification of MOOC right!
A Antonaci, R Klemke, K Kreijns, M Specht
International Journal of Serious Games 5 (3), 61-78, 2018
172018
The effects of gamification in online learning environments: a systematic literature review
A Antonaci, R Klemke, M Specht
Informatics 6 (3), 32, 2019
162019
Towards design patterns for augmented reality serious games
A Antonaci, R Klemke, M Specht
International Conference on Mobile and Contextual Learning, 273-282, 2015
152015
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
152014
Identifying game elements suitable for MOOCs
A Antonaci, R Klemke, CM Stracke, M Specht
European Conference on Technology Enhanced Learning, 355-360, 2017
142017
TECHNOLOGY ENHANCED VISIT TO MUSEUMS. A CASE STUDY: “KEYS TO ROME”
A Antonaci, A Pagano
INTED2015 Conference, 4563- 4570, 2015
92015
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
52017
D2. 1: First Report on User Requirements Identification and Analysis, Public Deliverable, The i-Treasures Project (FP7-ICT-600676)
F Pozzi, M Alivizatou, M Ott, FM Dagnino, A Antonaci
52013
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
42019
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
32017
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
22019
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
22015
Aspects of a field experience in Entrepreneurship Education
A Antonaci, FM Dagnino, M Ott, E Lavagnino, B Francesco, R Berta, ...
eLearning Papers, 4, 2015
22015
EDUCAZIONE ALL’IMPRENDITORIALITÀ: SPUNTI DI RIFLESSIONE
A Antonaci, F Bellotti, R Berta, FM Dagnino, A De Gloria, E Lavagnino, ...
TD Tecnologie Didattiche 22 (2), 68-73, 2014
22014
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