
Brunella Botte- Link Campus University
Brunella Botte
- Link Campus University
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21
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Publications
Publications (21)
The fifth chapter focuses on a European project research results highlighting European students’ perception of the ability to integrate digital technologies into organizational and training processes identifying seven kinds of students. The increase in the use of online training connected to the pandemic emergency has highlighted, as never before,...
This chapter focuses on strategies to foster students’ engagement and motivation in higher education. The essay offers an overview of the course design process and the main results of a pilot training.
This study evaluates the relevance of Phillips’ reward taxonomy in the context of contemporary video game design, with implications for modern gam- ification strategies. Phillips’ taxonomy categorizes game rewards into six types based on their functions within game systems. Given the rapid evolution of video games, this research investigates whethe...
Positive Energy Districts (PEDs) are highly energy-efficient urban areas that manage a surplus production of renewable energy. Recognising the key role they can play in the transition to a less carbon-dependent society, the European Commission launched its PED Programme in 2018, to implement and support the development of PEDs. However, as PEDs are...
This study aims to explore the drivers and barriers for the adoption of gamification to support local administrators in the implementation of Positive Energy Districts (PEDs), with a specific focus on the Italian context. In recent years, the concept of PEDs has gained traction as a way to promote sustainable and clean energy practices. Indeed, PED...
The enhancement of cultural heritage experiences using technology has, by now, a long tradition. New immersive technologies, like augmented reality, further widened the plethora of possible public interactions with works of art and more, modifying the traditional visiting experience. In addition to the use of technology, gamification strategies hav...
Student knowledge assessment has become a primary for most universities (Osler & Mansaray, 2014), due to the strategic role of student learning outcomes (SLO) in Higher Education (HE) setting. Indeed, SLO is a critical indicator of the teachers’ quality and of the ability of faculty members to provide students with a competitive advantage in the la...
The implementation of gamification in educational contexts has experienced steady growth over the last few years. This may be due to many factors, including that teachers are increasingly familiar with video games and their students and are more willing to experiment with different game-inspired learn- ing approaches in the classroom. However, desi...
This paper presents an analysis of the general concept of motivation and how it is fostered in gamified solutions for learning, particularly in the context of self-determination theory. The analysis leverages academic literature on the topics of motivation, player engagement, basic psychological needs, and the ability of video games to potentially...
Gamification strategies are often used in contexts where heterogeneous people have to accomplish heterogeneous tasks, in order to foster their motivation and to scaffold their engagement in the long term. In order to improve gamification quality, many scholars investigated the relationship among personality types, game mechanics and enjoyment of th...
This paper addresses the relationship between ludic and narrative components in a game-based classroom training experience, and their role as mediators in the relationship between level of satisfaction and learning. The study was conducted on a sample of 62 users, through a set of workshops where Lego Serious Play method was enriched with a narra...
The paper presents the work program to develop a Massive Open Online Course using a game-based approach, in the framework of a European project. The choice of game-based learning originates from its advantages in terms of learners engagement as a way to reinforce motivation and prevent drop-outs. Empirical results obtained from a study conducted on...
Even if largely acknowledged for their capacity to build learning solutions, computer games are often accused to discourage face-to-face social interactions. Pervasive game-based technologies can overcome these limits and are commonly expected to gain widespread usage for educational purposes. Board games, in particular, are intrinsically collectiv...
The paper presents the InTouch project and discusses design principles and implementation of serious mobile games for the development of soft skills for SME professionals. 30 serious games for mobile devices were developed to be tested and evaluated during Learning labs participated by SMEs professionals operating in different business sectors from...
The paper presents the results of an empirical study conducted on a mobile game-based learning kit, composed by 30 serious games, developed in the framework of an European project on mobile learning for corporate training, titled “InTouch”. The study analyzes the role of the interest of the goal, the fun of the gameplay, and the realism of the game...
The paper presents the InTouch project and discusses design principles, implementation and evaluation of serious mobile games for the development of soft skills. 30 serious games for mobile devices were produced to be tested and evaluated during Learning Labs participated by SMEs professionals operating in different business sectors from seven Euro...
The usage of Serious Game with educational aim has been studied for several years; however, this is still an experimental field. The concept of Serious Game has different spheres being used with different aims, and, in accordance with the disciplinary area it belongs, it refers to many other meanings and concepts, so it is necessary to discuss on t...
The concept of Simulation refers to different spheres and has different aims. According to the area it may concern, it relates to several concepts and definitions. Our research helped us to single out some distinctive characteristics of simulation, of games (as a key subject) and of their connections. Elaborating the subject was useful to indicate...