A literature review on immersive virtual reality in education: state of the art and perspectives L Freina, M Ott The international scientific conference elearning and software for education …, 2015 | 1689 | 2015 |
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games EA Boyle, T Hainey, TM Connolly, G Gray, J Earp, M Ott, T Lim, M Ninaus, ... Computers & Education 94, 178-192, 2016 | 1496 | 2016 |
Gamification and Education: a Literature Review I Caponetto, J Earp, M Ott ECGBL 2014 - The 8th European Conference on Games-Based Learning, 50-57, 2014 | 791 | 2014 |
Can serious games contribute to developing and sustaining 21st century skills? M Romero, M Usart, M Ott Games and culture 10 (2), 148-177, 2015 | 358 | 2015 |
Developing strategic and reasoning abilities with computer games at primary school level RM Bottino, L Ferlino, M Ott, M Tavella Computers & Education 49 (4), 1272-1286, 2007 | 323 | 2007 |
Towards a new era for Cultural Heritage Education: Discussing the role of ICT M Ott, F Pozzi Computers in Human Behavior 27 (4), 1365-1371, 2011 | 273 | 2011 |
Lessico elementare: dati statistici sull'italiano scritto e letto dai bambini delle elementari L Marconi Zanichelli, 1994 | 224 | 1994 |
Designing a course for stimulating entrepreneurship in higher education through serious games F Bellotti, R Berta, A De Gloria, E Lavagnino, F Dagnino, M Ott, M Romero, ... Procedia Computer Science 15, 174-186, 2012 | 175 | 2012 |
Digital games as creativity enablers for children M Ott, F Pozzi Behaviour & Information Technology 31 (10), 1011-1019, 2012 | 172 | 2012 |
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 | 164 | 2014 |
Mind games, reasoning skills, and the primary school curriculum R Maria Bottino, M Ott Learning, Media and Technology 31 (4), 359-375, 2006 | 143 | 2006 |
Designing serious games for education: from pedagogical principles to game mechanisms F Bellotti, M Ott, S Arnab, R Berta, S de Freitas, K Kiili, A De Gloria Proceedings of the 5th European Conference on Games Based Learning, 26-34, 2011 | 139 | 2011 |
Learning through playing for or against each other? Promoting collaborative learning in digital game based learning M Ott, JR Earp, M Usart, M Romero Proceedings of the 20th European Conference on Information Systems, 2012 | 129* | 2012 |
Scaffolding Pedagogical Planning and the Design of Learning Activities: An On-Line System RM Bottino, M Ott, M Tavella Governance, Communication, and Innovation in a Knowledge Intensive Society d …, 2011 | 126* | 2011 |
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 | 111 | 2015 |
Intangible cultural heritage and new technologies: challenges and opportunities for cultural preservation and development M Alivizatou-Barakou, A Kitsikidis, F Tsalakanidou, K Dimitropoulos, ... Mixed reality and gamification for cultural heritage, 129-158, 2017 | 110 | 2017 |
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 | 108 | 2013 |
Not Just for Children: Game-Based Learning for Older Adults N Charlier, M Ott, B Remmele, N Whitton 6th European Conference on Games Based Learning, Cork, Ireland, 102-108, 2012 | 102 | 2012 |
Capturing the Intangible: An Introduction to the i-Treasures Project L Kosmas Dimitropoulos, Sotiris Manitsaris, Filareti Tsalakanidou, Spiros ... | 82* | |
A contribution to the understanding of what makes young students genuinely engaged in computer-based learning tasks M Ott, M Tavella Procedia-Social and Behavioral Sciences 1 (1), 184-188, 2009 | 81 | 2009 |