About
77
Publications
55,656
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,010
Citations
Introduction
Additional affiliations
February 2010 - present
Publications
Publications (77)
The COVID-19 pandemic has had a significant long-term impact on education worldwide. In many countries, schools and universities experienced a rapid switch to emergency remote teaching and learning (ERTL), which affected many education systems in the 2020–21 school year. This was true for the Italian educational context as a whole, including School...
This paper presents some preliminary results of an intervention case-study intended to improve the ability of an international community of 75 teachers to design collaborative and inclusive activities for their students. The study is carried out in the framework of an Erasmus+ project adopting a long-term, participatory, and gamified approach to te...
The most common form of teachers’ professional development (TPD) — one-shot courses using formal, transmissive methodologies — often fails to prepare teachers for complex challenges or build a long-term community of teachers. Indeed, the role of practice-sharing in informal learning contexts, and specifically in teachers’ communities of practice, i...
Homebound Education in Italy is based on one-to-one teaching conducted by teachers who visit the sick student at home. This modality does not include interactions between homebound students and classmates, thus inhibiting the educational aspect of peer relationships. With the outbreak of the COVID-19 pandemic and the consequent dispositions of the...
World Health Organization (WHO) reports emphasize the need to implement new healthcare models centred on Primary Health Care and in this context both WHO and EU recommendations identify the Family and Community Nurse (FCN) as a key actor. However, despite WHO recommendations, there is a lack of standardized Professional Profile for FCN at EU level...
This paper reports on usage and impact on learning achievements of a dashboard developed to help monitor self-regulated learning behaviours in an online professional development path. The design of the path as well as of the dashboard were grounded on a pre-existing conceptual framework distinguishing between four different types of self-regulated...
The abrupt interruption of face-to-face educational activities imposed by the Italian government in response to the COVID-19 pandemic required a rapid switch to distance learning to guarantee continuity in education. The same applied to the School-in-Hospital (SiHo) services. This paper explores the impact of the COVID-19 pandemic in this specific...
Nowadays, technologies play a key role in educational research processes, especially in the context of complex designs or integrative perspectives (qualitative and quantitative). Affordances provided by new tools and technological devices are constantly impacting the way educational research is carried out. Consequently, this growing importance (an...
Research in the social sciences devotes a great amount of attention to investigating the impact of video games on the individual and on society. However, results generated by this research often fail to inform game development. The present study investigated the outreach of research conducted by the academic community by interviewing 30 game develo...
The research field of Learning Design (LD) has been active for some time now, but several questions remain open for the scientific community. In particular, the article tackles issues that have been core concerns in LD over the years: (1) how to support the different phases of the LD process; (2) what representations should be used in the various s...
This Work Package 3 is aimed at:
a) designing learning-outcome based Curriculum for FCN which could play a reference role at European level for VET targeting this qualification;
b) developing specific tools and guides supporting VET designers in the instantiation of the EU Curriculum into local curricula;
c) designing three localized curricula for...
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present wh...
This Work Package 3 is aimed at:
a) designing learning-outcome based Curriculum for FCN which could play a reference role at European level for VET targeting this qualification; the flexibility and modularity of the Curriculum will assure the possibility of being instantiated/localized in the different EU countries taking into account their peculia...
The main scope of ENhANCE Project is to target a specific existing mismatch between the skills currently offered by nurses working in Primary Health Care (PHC) and those actually demanded by both public health care institutions and private service providers when applying innovative healthcare models centered on PHC. This deliverable reports the res...
This paper reports on a literature review investigating the main ethically-related themes appearing in the academic literature on digital games, and considers their connections with games and learning, identity development, and the construction of personal beliefs. The themes explored include how videogames can shape players' attitudes or encourage...
Learning Design (LD) research is oriented to support teachers in designing their teaching with the aim to provide a sound pedagogical background and to make effective use of resources and technologies. In spite of the significant number of LD approaches and tools proposed so far, their adoption is still very limited and this represents an unsolved...
The mandate of the Gaming Horizons research project was to critically challenge the status quo in video games to potentially foment change. Such a change is to recognise that all types of video games (serious/applied and arts/entertainment, on phones, consoles, traditional computers, or other platforms) are already changing the political, economic,...
The paper deals with a gamified approach developed to support teach-ers' reflection and awareness on a set of specific behaviours that can support informal learning. The approach adopts a metaphor, vegetable gardens to be grown, to represent the teachers' participatory practice and is enriched with specific game mechanics (tasks, goals and badges)....
The recent technological development has opened up innovative scenarios in the field of intangible cultural heritage (ICH) education and preservation. Main aim of this paper is to present a study, whose objective was to investigate whether and to what extent technologies can play a role in the ICH preservation and education. The study was conducted...
The present paper presents the results of a first experiment aimed at assessing if different levels of immersion can affect performance in a Spatial Perspective Taking (SPT) task. Since SPT is an embodied skill, the hypothesis was that the more immersive a tool is, the better the performance should be. Ninety-eight students from a local primary sch...
Despite wide-scale uptake of gamification in professional training generally, application in Teacher Professional Development (TPD) is still in its infancy. The few experiences reported hitherto mainly concentrate on fostering participation and engagement in the training intervention itself. By contrast, we believe that gamification of TPD can and...
This case study draws on a pilot experience investigating learners' digital game making as an educational strategy for adoption in schools. It was one of a series of classroom pilots run within an EC project called MAGICAL-Making Games in Collaboration for Learning 1. The main research aim of MAGICAL and of the reported pilot was to investigate the...
It is widely claimed that there is an urgent need of finding new methods and tools to support teacher education, so to effectively foster their professional development and allow innovation to permeate the educational systems. The learning design research field (LD) can contribute to tackle this issue, by providing methods and tools to support teac...
The deliverable contains the updated and revised requirements of the i-Treasures platform.
The paper draws on the i-Treasures EU project which adopts cutting-edge sensors and ICT technologies to sustain Intangible Cultural Heritage (ICH) learning and transmission. It highlights how some of the main educational challenges that are characteristic of this peculiar field have been addressed in the project by relying on consolidated Technolog...
This paper tackles the issue of Serious Games design by drawing on the experience conducted in the framework of the i-Treasures project, which deals with the preservation and transmission of Intangible Cultural Heritage (ICH). In i-Treasures a collection of Serious Games has been developed addressing four relevant ICH areas: singing, dancing, craft...
The main objective of the EU FP7 ICT i-Treasures project is to build a public and expandable platform to enable learning and transmission of rare know-how of intangible cultural heritage. A core part of this platform consists of game-like applications able to support teaching and learning processes in the ICH field. We have designed and developed f...
The paper presents an interactive game-like application to learn, perform and evaluate modern contemporary singing. The Human Beat Box (HBB) is being used as a case study. The game consists of two main modules. A sensor module that consists of a portable helmet based system containing an ultrasonic (US) transducer to capture tongue movements, a vid...
The main objective of the EU FP7 ICT i-Treasures project is to build a public and expandable platform to enable learning and transmission of rare know-how of intangible cultural heritage. A core part of this platform consists of game-like applications able to support teaching and learning processes in the ICH field. We have designed and developed f...
The paper deals with the adoption of Serious Games (SGs) in the specific area of Intangible Cultural Heritage Education (ICH). The transmission of some cultural expressions, like rare traditional singing or dancing, is more related to the acquisition of procedural knowledge (i.e. how to perform some tasks, like a dance step) rather than to declarat...
The issue of protection and promotion of cultural heritage has become a central topic of European and international cultural policy, especially in recent decades. Beside more ‘tangible’ cultural manifestations (like archaeological sites, natural parks or museum collections) there is a huge heritage, made up of intangible live expressions like perfo...
Introduzione Negli ultimi anni, l'adozione di giochi digitali in ambito didattico è cresciuta significativamente, non solo all'estero ma anche nel nostro paese. Il potenziale di questi strumenti a livello di apprendimento e di sviluppo delle abilità cognitive è stato ampiamente indagato dai ricer-catori nell'area dell'apprendimento basato sui gioch...
The paper discusses how to design innovative educational interventions in the field of Intangible Cultural Heritage (ICH). This field is peculiar, as it is characterized by the urgency to preserve and disseminate some of the most peculiar intangible artistic expressions, especially those at risk of disappearing; so far these cultural expressions ha...
The paper offers an experience-based viewpoint on two key phases of the development of an Information and Communication Technologies (ICTs)-based system: the defini-tion of requirements and the identification of related criteria and methodology for its evaluation. In doing so, it refers to the unique context of the i-Treasures EU project, which dea...
The paper discusses adoption of Serious Games (SGs) for supporting development of an entrepreneurial mindset in university students of technical and scientific universities. The paper relies on the authors experience in the eSG project, which aims at introducing students, mainly through practice, to basic concepts of entrepreneurship and company ma...
This contribution deals with Entrepreneurship Education, a growing education area which is important to see as not limited to economical and business studies. Entrepreneurship Education should rather be aimed to develop students’ entrepreneurial mentality and to provide students with both general competences (such as: self-confidence, creativity, c...
The paper discusses around Human Computer Interaction aspects of advanced learning systems. It underlines the added value (in terms of widening the learning possibilities and enhancing the learning experience) of designing the system itself only after having carefully taken into account the users’ requirements regulating the interactions between th...
One of the areas of Game-Based Learning (GBL) that has been attracting consid-erable interest in recent years is digital game making, whereby learners play games but also design, construct and share them as active participants in a learn-ing community. Human Computer Interaction (HCI) is a critical aspect of pro-cesses and tools within game making,...
The paper draws on the i-Treasures project, an Integrated Project co-financed by EU under the ICT theme (Information and Communication Technologies) of the FP7 (7th Framework Program), which deals with the use of advanced ICT technologies in the field of Intangible Cultural Heritage (ICH) education. The project aims at going far beyond the mere ICT...
The i-Treasures project deals with ICH (Intangible Cultural Heritage) preservation and
transmission; its primary aim is to develop an open and extendable platform to provide
access to ICH resources and contribute to the transmission of the rare know-how from
Living Human Treasures to apprentices.
The main purpose of Task 5.1 and of this document in...
The paper draws on the i-Treasures project, an Integrated Project co-financed by EU under the ICT theme (Information and Communication Technologies) of the FP7 (7th Framework Program), which deals with the use of advanced ICT technologies in the field of Intangible Cultural Heritage (ICH) education. The project aims at going far beyond the mere ICT...
In the last years the protection and safeguarding of cultural heritage has become a key issue of European
cultural policy and this applies not only to tangible artefacts (monuments, sites, etc.), but also to intangible
cultural expressions (singing, dancing, etc.). The i-Treasures project focuses on some Intangible Cultural
Heritages (ICH) and inve...
In recent times in most EU countries educational policies encourage schools to sustain and promote awareness of local cultures and heritage; as a consequence, spreading knowledge about local traditions is becoming a target also for educators, who need suitable tools and pedagogies, as well as appropriate sources of information.
This paper refers to...
Many examples exist of the effective use of digital games for learning, both in the classroom and informally, for developing subject knowledge, skills (cognitive, (psycho)motor and psychodynamic), attitudes and behaviours. However, educational games are often limited in scope to the topic of the game itself and position learners as 'players' in the...
The paper deals with the “Canto a Tenore” a typical artistic expression from Sardinia Italy, which is also recognized by UNESCO as one of the ICH (Intangible Cultural Heritage), namely those “traditions or living expressions inherited from our ancestors” to be passed on to our descendants. It explores how digital technology is affecting the way thi...
The i-Treasures project deals with ICH (Intangible Cultural Heritage) preservation and transmission; its primary aim is to develop an open and extendable platform to provide access to ICH resources, enable knowledge exchange between researchers and contribute to the transmission of the rare know-how from Living Human Treasures to apprentices.
The m...
Gamification is gaining an increasing interest, also in the field of instruction and training, thanks to its promise of engaging and motivating users. This paper presents the experience of a gamified short course on promotion of entrepreneurship that we have designed and executed for Electronic Engineering students. The short course relied on an
ex...
Reuse and repurposing are two of the most basic software concepts. They are powerful practices that can deliver significant improvements in software productivity and quality, as well as substantially lower software development and maintenance costs. Unfortunately, few serious gaming research entities have been able to capitalize on the tremendous b...
Twenty-First Century skills like creativity, problem solving and collaboration are
acknowledged as fundamental in the technology-driven knowledge society.
Increasingly, education is being called on to support the development of such skills
from the earliest years. This paper examines a promising methodology for this purpose,
Learners’ Digital Game...
This paper presents the results of preliminary research on the assessment of reasoning abilities in primary
school poor achievers vs. normal achievers using computer game tasks. Subjects were evaluated by means
of cognitive assessment on logical abilities and academic skills. The aim of this study is to better understand
the relationship between sc...
Enhancing the offer for entrepreneurship education is an important challenge for the nowadays knowledge societies. The
eSG project is addressing this issue by analysing the added value that could be contributed by employing serious games
(SGs) as a tool for allowing students in particular technology students - to become familiar, mainly through pra...
This paper tackles the issue of ICT-enhanced development of so-called 21st Century skills. In doing so, it draws on the experience gained in the framework of MAGICAL (MAking Games In CollAboration for Learning), an EU project funded in 2011 under the LLP transversal ICT Programme. The core mission of MAGICAL is to exploit the potential of collabora...
The role of technologies in teaching and learning a second language is widely recognized and a
variety of ICT applications is also available for supporting the teaching of Italian L2; nevertheless, a
specific research focus on the actual diffusion and use of ICT is still lacking. This paper reports data
on the use of ICT tools in the field of the t...
Questo contributo descrive l'esperienza del laboratorio "Italiani allo specchio", organizzato da due Istituti del CNR, l'Istituto di Storia dell'Europa Mediterranea di Cagliari e l'Istituto per le Tecnologie Didattiche di Genova, nell'ambito del Festival della Scienza. Lo scopo del laboratorio è stato quello di favorire lo sviluppo nei ragazzi dell...
Questo contributo descrive l'esperienza del laboratorio "Noi e gli altri", organizzato da due Istituti del CNR, l'Istituto di Storia dell'Europa Mediterranea di Cagliari e l'Istituto per le Tecnologie Didattiche di Genova, nell'ambito del Festival della Scienza. Lo scopo del laboratorio è stato duplice: da un lato, formulare un approccio alla studi...
The paper describes the experience and results of the teaching laboratory “Us” and the “Others”, organized by two Institutes of the CNR, the Institute of History of Mediterranean Europe, located in Cagliari, and the Institute for Educational Technology, during the Genoa Science Festival 2010. The laboratory was designed by researchers to offer stud...
This paper discusses around the teaching of Italian as second language (L2) and, in particular, it also deals with the actual use of ICT resources made by Italian school at this end. We tackle this issue starting from a survey conducted within a number of Italian primary and lower secondary schools. Although new technologies have an increasingly im...