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Alessandra Antonaci
Alessandra Antonaci
在 ou.nl 的电子邮件经过验证
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引用次数
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年份
The effects of gamification in online learning environments: A systematic literature review
A Antonaci, R Klemke, M Specht
Informatics 6 (3), 32, 2019
2272019
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
1712014
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
1212015
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
1112013
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
952018
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
732017
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
552021
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
552018
Virtual museums, cultural heritage education and 21st century skills
A Antonaci, M Ott, F Pozzi
Learning & teaching with media & technology 185, 1-14, 2013
522013
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
482019
Identifying game elements suitable for MOOCs
A Antonaci, R Klemke, CM Stracke, M Specht
Data Driven Approaches in Digital Education: 12th European Conference on …, 2017
262017
Towards design patterns for augmented reality serious games
A Antonaci, R Klemke, M Specht
The Mobile Learning Voyage-From Small Ripples to Massive Open Waters: 14th …, 2015
242015
The common microcredentials framework for MOOCs and short learning programmes
A Antonaci, P Henderikx, G Ubachs
Journal of innovation in polytechnic education 3 (1), 5-9, 2021
212021
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
192014
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
172017
Designing and implementing gamification: GaDeP, gamifire, and applied case studies
R Klemke, A Antonaci, B Limbu
International Journal of Serious Games 7 (3), 97-119, 2020
162020
gMOOCs–flow and persuasion to gamify MOOCs
A Antonaci, D Peter, R Klemke, T Bruysten, CM Stracke, M Specht
Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon …, 2017
122017
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
112019
TECHNOLOGY ENHANCED VISIT TO MUSEUMS. A CASE STUDY: “KEYS TO ROME”
A Antonaci, A Pagano
INTED2015 Conference, 4563- 4570, 2015
92015
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
82015
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