Alessandra Antonaci
Alessandra Antonaci
Verified email at ou.nl
TitleCited byYear
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
502014
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
462013
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
422015
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
312017
Virtual museums, cultural heritage education and 21st century skills
A Antonaci, M Ott, F Pozzi
Learning & Teaching with Media & Technology 185, 2013
202013
Towards design patterns for augmented reality serious games
A Antonaci, R Klemke, M Specht
International Conference on Mobile and Contextual Learning, 273-282, 2015
142015
Identifying game elements suitable for MOOCs
A Antonaci, R Klemke, CM Stracke, M Specht
European Conference on Technology Enhanced Learning, 355-360, 2017
122017
Get Gamification of MOOC right!
A Antonaci, R Klemke, K Kreijns, M Specht
International Journal of Serious Games 5 (3), 61-78, 2018
112018
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
112018
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
112014
TECHNOLOGY ENHANCED VISIT TO MUSEUMS. A CASE STUDY: “KEYS TO ROME”
A Antonaci, A Pagano
INTED2015 Conference, 4563- 4570, 2015
82015
The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
A Antonaci, R Klemke, M Specht
Informatics 6 (3), 32, 2019
52019
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
42019
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
42017
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
22019
gMOOCs–Flow and Persuasion to Gamify MOOCs
A Antonaci, D Peter, R Klemke, T Bruysten, CM Stracke, M Specht
International Conference on Games and Learning Alliance, 126-136, 2017
22017
Aspects of a field experience in Entrepreneurship Education
A Antonaci, FM Dagnino, M Ott, E Lavagnino, B Francesco, R Berta, ...
eLearning Papers, 4, 2015
22015
EDUCAZIONE ALL’IMPRENDITORIALITÀ: SPUNTI DI RIFLESSIONE
A Antonaci, F Bellotti, R Berta, FM Dagnino, A De Gloria, E Lavagnino, ...
TD Tecnologie Didattiche 22 (2), 68-73, 2014
22014
Virtual Museums and Learning Innovation
A ANTONACI, M OTT
eLearning & Software for Education, 2014
22014
i-Treasures and Intangible Cultural Heritage Education
F Pozzi, F Dagnino, M Ott, A Antonaci
Proceedings of the Workshop on Horizon2020 and Creative Europe vs Digital …, 2014
22014
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