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Akademický článek
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Akademický článek
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Publikováno v:
International Society for Music Information Retrieval Conference Proceedings; 2020, p861-868, 8p
Publikováno v:
Games and Learning Alliance conference (GALA 2017), pp. 25–40, Lisbona, 5-7 dicembre 2017
info:cnr-pdr/source/autori:Freina L., Bottino R., Ferlino L., Tavella M./congresso_nome:Games and Learning Alliance conference (GALA 2017)/congresso_luogo:Lisbona/congresso_data:5-7 dicembre 2017/anno:2017/pagina_da:25/pagina_a:40/intervallo_pagine:25–40
info:cnr-pdr/source/autori:Freina L., Bottino R., Ferlino L., Tavella M./congresso_nome:Games and Learning Alliance conference (GALA 2017)/congresso_luogo:Lisbona/congresso_data:5-7 dicembre 2017/anno:2017/pagina_da:25/pagina_a:40/intervallo_pagine:25–40
The "A me gli occhi project" has been organized to support the development and consolidation of visuo-spatial abilities in students of the last two years of primary school, with the hypothesis that such a training would have a positive impact on thei
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=cnr_________::197028a9580d1e6a2f0954c57c576e0d
https://publications.cnr.it/doc/377308
https://publications.cnr.it/doc/377308
Akademický článek
Tento výsledek nelze pro nepřihlášené uživatele zobrazit.
K zobrazení výsledku je třeba se přihlásit.
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Publikováno v:
International Journal of Game-Based Learning (IJGBL) 4 (2014): 21–36. doi:10.4018/IJGBL
info:cnr-pdr/source/autori:Bottino R.M., Ott M., Tavella M./titolo:Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation/doi:10.4018%2FIJGBL/rivista:International Journal of Game-Based Learning (IJGBL)/anno:2014/pagina_da:21/pagina_a:36/intervallo_pagine:21–36/volume:4
info:cnr-pdr/source/autori:Bottino R.M., Ott M., Tavella M./titolo:Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation/doi:10.4018%2FIJGBL/rivista:International Journal of Game-Based Learning (IJGBL)/anno:2014/pagina_da:21/pagina_a:36/intervallo_pagine:21–36/volume:4
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
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=cnr_________::79b9d7862d20bd764afc9e20ba0b2a9d
Autor:
Benigno V., Tavella M.
Publikováno v:
TD. Tecnologie didattiche 52, 1 (2011): 12–18.
info:cnr-pdr/source/autori:Benigno V., Tavella M./titolo:Percorsi di didattica inclusiva con l'uso delle TIC: il progetto AESSEDI/doi:/rivista:TD. Tecnologie didattiche/anno:2011/pagina_da:12/pagina_a:18/intervallo_pagine:12–18/volume:52, 1
info:cnr-pdr/source/autori:Benigno V., Tavella M./titolo:Percorsi di didattica inclusiva con l'uso delle TIC: il progetto AESSEDI/doi:/rivista:TD. Tecnologie didattiche/anno:2011/pagina_da:12/pagina_a:18/intervallo_pagine:12–18/volume:52, 1
Il contesto educativo è uno dei principali luoghi per prevenire l'esclusione sociale e per garantire delle opportunità di partecipazione attiva in tutti gli ambiti della vita per tutti i soggetti con bisogni speciali. La scuola e in generale i sist
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=cnr_________::ee3ada47846357f2c7efb816dabeb459
http://www.tdjournal.itd.cnr.it/files/pdfarticles/PDF52/2_TD52_Benigno_Tavella.pdf
http://www.tdjournal.itd.cnr.it/files/pdfarticles/PDF52/2_TD52_Benigno_Tavella.pdf
Publikováno v:
Leading Issues in Games Based Learning, edited by Thomas Connolly, pp. 124–140. London: Academic conferences and publishing international Limited, 2011
info:cnr-pdr/source/autori:Rosa Maria Bottino, Michela Ott, Mauro Tavella and Vincenza Benigno/titolo:Can digital Mind Games be Used to Investigate Children's Reasoning Abilities?/titolo_volume:Leading Issues in Games Based Learning/curatori_volume:Thomas Connolly/editore: /anno:2011
Scopus-Elsevier
info:cnr-pdr/source/autori:Rosa Maria Bottino, Michela Ott, Mauro Tavella and Vincenza Benigno/titolo:Can digital Mind Games be Used to Investigate Children's Reasoning Abilities?/titolo_volume:Leading Issues in Games Based Learning/curatori_volume:Thomas Connolly/editore: /anno:2011
Scopus-Elsevier
This paper focuses on the use of digital mind games (also called puzzles or brainteasers) to investigate and assess the students' logical and reasoning abilities. It draws on LOGIVALI, a research project whose main objective was that of verifying if
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::802faa6b881dd06ee66782acfda66206
https://publications.cnr.it/doc/281795
https://publications.cnr.it/doc/281795