Michela Ott

Michela Ott
Italian National Research Council | CNR · Institute for Educational Technology ITD

Laurea in Glottologia. Università di Pisa

About

209
Publications
175,982
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Introduction
Michela is senior researcher at CNR-ITD in Italy. She carries out research in the fields of: cognitive processes underpinning learning, educational use of software tools (with a special focus on Serious Games), special education, e-inclusion, learning design, distance education. She has participated in, led and coordinated a number of national and international research projects in the field of Technology enhanced learning.
Additional affiliations
May 1981 - present
Italian National Research Council
Position
  • Senior Researcher
May 1980 - present
Italian National Research Council
Position
  • Senior Researcher

Publications

Publications (209)
Chapter
Full-text available
Intangible cultural heritage (ICH) is a relatively recent term coined to represent living cultural expressions and practices, which are recognised by communities as distinct aspects of identity. The safeguarding of ICH has become a topic of international concern primarily through the work of United Nations Educational, Scientific and Cultural Organ...
Conference Paper
Full-text available
While a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow sharing structured information about SGs. This information can be used by scholars and practitioners...
Article
Full-text available
Questo contributo propone alcune riflessioni sull'uso educativo dei giochi logici digitali. In particolare fa riferimento ad alcune esperienze di ricerca condotte dall'Istituto di Tecnologie Didattiche-Consiglio Nazionale delle Ricerche (ITD-CNR) che hanno evidenziato le interessanti potenzialità dei giochi digitali per contribuire allo sviluppo e/...
Article
Full-text available
There is not a unique definition of “empowerment”, nevertheless the idea that it involves, on the one hand, people having control over their own lives and, on the other, some social aspects seems to be a common characteristic. Most authors recognize three levels of empowerment: individual, group, and community level, which are interconnected and ch...
Article
Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher qu...
Technical Report
Full-text available
The deliverable contains the updated and revised requirements of the i-Treasures platform.
Article
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...
Conference Paper
Full-text available
A cloud-mobile platform under development in the framework of the SMART ANGEL project co-financed by the Italian Liguria Region is presented 1. The platform is meant to address the needs of people with intellectual disabilities; it is oriented to support and enhance their autonomy and in particular their mobility in urban environments, and can be r...
Conference Paper
Full-text available
Since the first time the term "Virtual Reality" (VR) has been used back in the 60s, VR has evolved in different manners becoming more and more similar to the real world. Two different kinds of VR can be identified: non-immersive and immersive. The former is a computer-based environment that can simulate places in the real or imagined worlds; the la...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
Intellectual disabilities are one of the main causes due to which people can seldom reach a completely independent living. Down syndrome is the world's most common chromosomal disorder and cause of intellectual disability. Cognitive development is usually delayed and learning difficulties persist throughout life. Typically, individuals with Down sy...
Article
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...
Conference Paper
Full-text available
The authors analyze the policy discourse on the utility of games for society at the level of the European Union, and for five EU countries, the Netherlands, the United Kingdom, Germany, Italy and Norway. The ongoing study is part of a Research Roadmap developed within the GALA Network of Excellence on Serious Games (2010-2014, EU FP7). The authors...
Chapter
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of trigge...
Article
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...
Article
Full-text available
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...
Conference Paper
Full-text available
Games are widely considered effective educational tools. They have been profitably adopted to foster the learning of a variety of educational subjects and to sustain the development of those horizontal, cross-disciplinary, non-subject-based competences that are commonly defined as key or transversal skills. Spatial Intelligence (which actually refe...
Conference Paper
Full-text available
Games are widely considered effective educational tools. They have been profitably adopted to foster the learning of a variety of educational subjects and to sustain the development of those horizontal, cross-disciplinary, non-subject-based competences that are commonly defined as key or transversal skills. Spatial Intelligence (which actually refe...
Article
Full-text available
The term “gamification” is generally used to denote the application of game mechanisms in non-gaming environments with the aim of enhancing the processes enacted and the experience of those involved. In recent years, gamification has become a catchword throughout the fields of education and training, thanks to its perceived potential to make learni...
Article
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...
Article
Full-text available
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...
Conference Paper
Full-text available
Intellectual disabilities are one of the main causes due to which people can never reach a completely independent living. Among these, congenital disabilities that affect people from birth cause a deep limit, they have a lifelong impact and reduce their learning skills. Down Syndrome is the world's most common chromosomal disorder and cause of inte...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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,...
Article
Full-text available
here is increasing interest in the application of cognitive neuroscience in educational thinking and practice, and here we review findings from neuroscience that demonstrate its potential relevance to technology-enhanced learning (TEL). First, we identify some of the issues in integrating neuroscientific concepts into TEL research. We caution again...
Data
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...
Conference Paper
Full-text available
The paper puts forward the idea that Virtual Museums (VMs) can effectively support learning innovation. In the light of a comprehensive definition of learning innovation where the adoption of both innovative tools and methods is taken into account, the paper presents the concept of Virtual Museum and discusses around their educational potential and...
Conference Paper
Narratives are used to construct and deconstruct the time and space of events. In games, as in real life, narratives add layers of meaning and they engage players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition....
Conference Paper
Research in Serious Games (SG), as a whole, faces two main challenges in understanding the transition between the instructional design and actual game design implementation [1] and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns [2]. From a practical perspective, this transition lacks methodology and...
Conference Paper
Full-text available
The paper presents SMART VIEW a serious game developed with the aim of helping young people with moderate cognitive disabilities acquire those spatial abilities that are key prerequisites to autonomous mobility. The game was conceived for cognitively impaired teenagers; it proposes exer-cises supporting the acquisition and consolidation of compete...
Technical Report
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Serious Games (SGs) are increasingly being used in formal educational settings and it is almost universally acknowledged that they have strong potential for bringing innovation to education and for enhancing learning, this way also contributing to the development of Human Capital. This paper proposes some reflections on the usefulness and effective...
Article
Full-text available
Serious games (SG) are innovative tools that are widely recognized as having considerable potential to foster and support active learning. This article addresses the question of whether and how SG can contribute to the development of the so-called “21st century skills” in education. This article starts by characterizing the current need for 21st ce...
Conference Paper
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...
Conference Paper
Full-text available
Cultural expression is not limited to architecture, monuments or collections of artifacts. It also includes fragile intangible live expressions, which involve knowledge and skills such as music, dance, singing, theatre, human skills and craftsmanship. These manifestations of human intelligence and creativeness constitute our Intangible Cultural Her...
Article
Full-text available
The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game-play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns...
Article
Full-text available
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of trigge...
Article
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper we report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and...
Article
Full-text available
The paper looks at the educational resources available for students with disabilities. It aims at defining the boundaries and interconnections between the concepts of assistive technologies and educational software, starting from the consideration that students with disabilities could highly benefit from the adoption of both these categories of too...
Article
Full-text available
The paper explores how Virtual Museums (VMs) can contribute to foster cultural heritage learning by adopting innovative learning/teaching strategies. VMs are innovative software applications that use vision, narration and interaction to create immersive experiences that bring visitors, students, scientists inside history, past landscapes, art, town...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
Is there any relationship between school performance and the ability to play digital mind games? This paper tries to answer this key question and in doing so, it draws on a long-term research experiment conducted in primary schools and dealing with the use of mainstream mind games (namely those games that deeply require the enactment of thinking an...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
The authors analyze the policy discourse on the utility of games for society at the level of the European Union, and for five EU countries, the Netherlands, the United Kingdom, Germany, Italy and Norway. The ongoing study is part of a Research Roadmap developed within the GALA Network of Excellence on Serious Games (2010-2014, EU FP7). The authors...
Article
Full-text available
The potential of Serious Games (SGs) in education is widely recognized, and their adoption is significant in particular in children instruction. However, the deployment rate of SGs in higher education (HE) and their proper insertion in meaningful curricula is still quite low. This paper intends to make a first step in the direction of a better char...
Technical Report
Full-text available
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...
Conference Paper
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...
Article
Full-text available
This paper presents the results of a literature search and review focused on the integration of digital games into educational processes, specifically in primary schools. It briefly analyses around 78 papers reporting research carried out in a range of different countries and with a variety of educational objectives. The study confirms the increasi...
Chapter
Full-text available
This chapter tackles the issue of Serious Games (SGs) curriculum integration approached from different perspectives (different levels, subject areas, instructional contexts, pedagogies, views and visions over what it is already in practice and what it is yet to be implemented). In the light of the title of this book, it refers to Game-Enhanced Lear...
Conference Paper
Full-text available
This paper puts forward the idea that Virtual Museums (VMs), if adopted in an instructional perspective, can effectively contribute to re-shape Cultural Heritage Education and can also contribute to sustain the new, multifaceted vision of “education” emerging in the 21st Century. VMs are significant examples of how cutting the edge ICT technologie...