Di Fuccio, Raffaele
 Distribuzione geografica
Continente #
EU - Europa 152
AS - Asia 144
SA - Sud America 32
NA - Nord America 22
AF - Africa 4
OC - Oceania 1
Totale 355
Nazione #
SG - Singapore 117
IT - Italia 90
BR - Brasile 31
CH - Svizzera 23
US - Stati Uniti d'America 17
FR - Francia 11
CN - Cina 8
FI - Finlandia 8
NL - Olanda 5
MX - Messico 4
RU - Federazione Russa 4
DE - Germania 3
HK - Hong Kong 3
AE - Emirati Arabi Uniti 2
GR - Grecia 2
IR - Iran 2
PH - Filippine 2
PL - Polonia 2
TH - Thailandia 2
AU - Australia 1
BN - Brunei Darussalam 1
CR - Costa Rica 1
DZ - Algeria 1
EC - Ecuador 1
GE - Georgia 1
IE - Irlanda 1
JO - Giordania 1
KG - Kirghizistan 1
KR - Corea 1
LU - Lussemburgo 1
LV - Lettonia 1
MY - Malesia 1
RO - Romania 1
SC - Seychelles 1
TN - Tunisia 1
TR - Turchia 1
TW - Taiwan 1
ZA - Sudafrica 1
Totale 355
Città #
Singapore 59
Frenkendorf 23
Naples 21
Rome 19
Brooklyn 9
Bari 8
Helsinki 7
Milan 5
Bologna 3
Cremona 3
Cuernavaca 3
Florianópolis 3
Turin 3
Afragola 2
Bangkok 2
Belo Horizonte 2
Davao City 2
Florence 2
Hettenleidelheim 2
Hong Kong 2
Joinville 2
Kansas City 2
Manfredonia 2
Salvador 2
Spoltore 2
São Paulo 2
Tehran 2
Trieste 2
Amman 1
Amsterdam 1
Ashburn 1
Balneário Camboriú 1
Bandar Seri Begawan 1
Bergamo 1
Bishkek 1
Colatina 1
Dublin 1
Evansville 1
Faxinal 1
Fortaleza 1
Franco da Rocha 1
Frankfurt am Main 1
Guarulhos 1
Guayaquil 1
Houston 1
Istanbul 1
Jūrmala 1
Limeira 1
Luxembourg 1
Manaus 1
Mauá 1
Mexico City 1
Moscow 1
Nova Iguaçu 1
Olho d'Água das Flores 1
Palermo 1
Petrolina 1
Pongaí 1
Pretoria 1
Recife 1
San José 1
Sfax 1
Skudai 1
Sorocaba 1
São Bento 1
São João del Rei 1
Tainan City 1
Valinhos 1
Viamão 1
Várzea Paulista 1
Wroclaw 1
Totale 239
Nome #
ALEAS: An interactive application for ubiquitous learning in higher education in statistics 27
I sensi nel digitale. Le Tangible User Interfaces innovano la pratica pedagogica 18
Digital games for career guidance: a systematic review using PRISMA guidelines 16
Digital games for career guidance: a systematic review using PRISMA guidelines 14
The interactive and digital box for study management: an innovative and inclusive teaching tool for students with Special Educational Needs 12
Burnout Syndrome Among Master’s Degree Nursing Students Using a Compromising Negotiation Style Evaluated Through a Serious Game 12
Pre-service Teachers' perception of Digital Competences and Innovative Teaching Methods 12
“Better than my professor?” How to develop artificial intelligence tools for higher education 11
An agent‐based modelling approach to build up educational digital games for kindergarten and primary schools 11
A serious game and negotiation skills in nursing students: A pilot study 11
SUPPORTING THE CAREER CHOICES OF NEET YOUNG ADULTS WITH AUGMENTED REALITY SERIOUS GAME: A PILOT STUDY 10
Creativity, Learning and Technology in MOOC: The DoCENT Approach Between Teaching and Gaming 10
Unveiling the Potential: Artificial Intelligence's Negative Impact on Teaching and Research Considering Ethics in Higher Education 9
Learning Enhancer Tools: A Theoretical Framework to Use AI Chatbot in Education and Learning Applications 9
Development and factor structure of the teaching approach scale 8
Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance 8
Game Based Learning for Enhancement of New Skills Using Micro-MOOCS for Academic Staff 8
The effects of the COVID-19 pandemic on Italian primary school children’s learning: A systematic review through a psycho-social lens 7
'Touching' Stories: Towards the Development of Tangible User Interfaces Story-Building Authoring Tool for Inclusive Education 7
STOP: A gamified approach to support obese patients in changing their health habits 6
Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers 6
Circle time: la voce dei bambini 6
Teaching and Learning in 3D Virtual Worlds integrated with Intelligent Tutoring Systems: New perpectives for Virtual Reality, Eduverse and Artificial Intelligence in Education 6
BLOCKMAGIC, A Hybrid Educational Environment Based On RFID Technology And Internet Of Things Concepts 5
The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review 5
Exploring the effect of digital and multisensory educational materials on retention in primary school using Tangible User Interfaces 5
Potenziare i materiali didattici nella scuola primaria con interfacce naturali e tutor adattivi 5
Digital and Multisensory Storytelling: Narration with Smell, Taste and Touch 5
The neuroscience behind haptic exposure and positive emotions in mixed reality environments. 5
Navigating between languages and cultures: augmented reality vs. traditional learning 4
The DoCENT role play game: A tool for the training og the digital creativity for teachers 4
APPLYING GAMIFICATION IN LEARNING PROCESSES: GOOD PRACTICES AND RECOMMENDATIONS ABOUT HOW SERIOUS GAMES CAN ENHANCE STUDENTS' LEARNING SKILLS 4
Demonstrating machine learning for cancer diagnostics 4
Tangible User Interfaces for Multisensory Storytelling at School: A Study of Acceptability 4
STUDENTS’ SATISFACTION WITH SELF-PACED E-LEARNING: EVIDENCE FROM A META-ANALYSIS 4
TriPOD: A Prototypal System for the Recognition of Capacitive Widget on Touchscreen Addressed for Montessori-Like Educational Applications 4
'Escape with Pulcinella': Development of A Gamified Environment And Pilot Study On Escape Rooms For Language Learning And Cultural Knowledge Acquisition 4
Multisensorial tangible user interface for immersive storytelling: A usability pilot study with a visually impaired child 4
Bridging Digital and Physical Educational Games Using RFID/NFC Technologies 4
Attain Cultural Integration through teachers’ COnflict Resolution skills Development: The ACCORD Project 4
Preface - Higher Education Learning Methodologies and Technologies Online 4
Technology to enhance Hands-on Psycho-pedagogical Practices 4
An adaptive classification model based on the Artificial Immune System for chemical sensor drift mitigation 4
Block Magic: A Prototype Bridging Digital and Physical Educational Materials to Support Children Learning Processes 3
Educational Digital Storytelling: Empowering Students to Shape Their Future 3
Neurobiological Effects of Transcranial Direct Current Stimulation over the Inferior Frontal Gyrus: A Systematic Review on Cognitive Enhancement in Healthy and Neurological Adults 3
Multisensory Educational Materials: Five Senses to Learn 3
An innovative tool for olfactive learning with Tangible User Interfaces in MOOC learning for viticulture and enology learning 3
Operazionalization of the 4C-ID model in a practical context 3
Artificial Immune Systems: A Novel Approach to Electronic Nose Patterns Classification 3
New technologies to guarantee physical well-being: didactic and motivational strategies 3
LA SFIDA DEL VECCHIO TANGIBILE AL NUOVO DIGITALE: I MATERIALI IBRIDI PER L’EDUCAZIONE 3
The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity. 3
BlockMagic: Enhancing Traditional Didactic Materials with Smart Objects Technology 3
Co-created augmented reality app and its impact on the effectiveness of learning a foreign language and on cultural knowledge 3
Usability and engagement of a digital and multisensorial tool for immersive storytelling: A pilot study 3
Artificial immune systems for artificial olfaction data analysis: comparison between AIRS and ANN models 3
SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell 3
Literature Review on MOOCs on Sensory (Olfactory) Learning 3
Un concreto caso di applicazione degli strumenti per la didattica. Descrizione e analisi della sperimentazione avvenuta nelle scuole romane. 3
THE FUTURE OF EDUCATION: PERSONALIZED LEARNING THROUGH ADAPTIVE INTELLIGENT TUTORING SYSTEMS WITH NATURAL LANGUAGE AND DEEP LEARNING 3
Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials 2
I'm in Tales MOOC on Tangible User Interfaces and the UDL Model: A Case Study Design 2
The role of technologies in education and new trajectories of blended learning 2
THE VIRGILIO PROJECT. Using Moocs and Serious Games to support students decision making for an informed selection of university curriculum 2
The Activity Board 1.0: RFID-NFC WI-FI Multitags Desktop Reader for Education and Rehabilitation Applications 2
The process of determining an educational research in the technological field understood as a complex and adaptive system: D-BOX as a case study 2
Using Tangible User Interfaces (TUIs): Preliminary Evidence on Memory and Comprehension Skills in Children with Autism Spectrum Disorder 2
Digital Storytelling: A learning perspective 1
teleXbe-2021 – The balance distance and face-to-face learning: a field for the discussion of scientific evidences 1
Tangible User Interfaces e multisensorialità nella didattica: uno studio di accettabilità in contesti scolastici formali 1
The SToP project app: Promoting the creation of habits through explicit learning and self-monitoring 1
Enhancing Manipulative Learning with Smart Objects 1
Preface 1
Totale 404
Categoria #
all - tutte 4.542
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 4.542


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2023/202428 0 0 0 0 0 0 0 0 0 9 11 8
2024/2025376 25 29 24 45 25 28 28 53 45 70 4 0
Totale 404