DI FUCCIO, RAFFAELE
 Distribuzione geografica
Continente #
EU - Europa 1.634
AS - Asia 819
NA - Nord America 700
SA - Sud America 182
AF - Africa 21
OC - Oceania 7
Continente sconosciuto - Info sul continente non disponibili 1
Totale 3.364
Nazione #
US - Stati Uniti d'America 665
IT - Italia 647
IE - Irlanda 406
SG - Singapore 398
BR - Brasile 151
SE - Svezia 143
RU - Federazione Russa 142
CN - Cina 138
HK - Hong Kong 126
DE - Germania 53
VN - Vietnam 50
NL - Olanda 36
FR - Francia 33
FI - Finlandia 29
GB - Regno Unito 29
IN - India 27
CA - Canada 22
CZ - Repubblica Ceca 17
AT - Austria 16
GR - Grecia 12
PL - Polonia 12
BE - Belgio 10
ES - Italia 10
PT - Portogallo 10
AR - Argentina 9
MX - Messico 8
BD - Bangladesh 7
IQ - Iraq 7
JP - Giappone 7
TW - Taiwan 7
NO - Norvegia 6
AU - Australia 5
EC - Ecuador 5
ID - Indonesia 5
LV - Lettonia 5
PH - Filippine 5
PK - Pakistan 5
TN - Tunisia 5
ZA - Sudafrica 5
AE - Emirati Arabi Uniti 4
CL - Cile 4
IR - Iran 4
LK - Sri Lanka 4
MY - Malesia 4
SA - Arabia Saudita 4
UA - Ucraina 4
UY - Uruguay 4
AZ - Azerbaigian 3
BO - Bolivia 3
EG - Egitto 3
KE - Kenya 3
PE - Perù 3
RO - Romania 3
TR - Turchia 3
BN - Brunei Darussalam 2
BT - Bhutan 2
BY - Bielorussia 2
DO - Repubblica Dominicana 2
HR - Croazia 2
LT - Lituania 2
MO - Macao, regione amministrativa speciale della Cina 2
SK - Slovacchia (Repubblica Slovacca) 2
BG - Bulgaria 1
CH - Svizzera 1
CI - Costa d'Avorio 1
CO - Colombia 1
DK - Danimarca 1
GM - Gambi 1
IL - Israele 1
JM - Giamaica 1
KG - Kirghizistan 1
KR - Corea 1
KZ - Kazakistan 1
LY - Libia 1
MR - Mauritania 1
NP - Nepal 1
NZ - Nuova Zelanda 1
PR - Porto Rico 1
PY - Paraguay 1
SC - Seychelles 1
TT - Trinidad e Tobago 1
TV - Tuvalu 1
VE - Venezuela 1
XK - ???statistics.table.value.countryCode.XK??? 1
Totale 3.364
Città #
Dublin 406
Singapore 141
Nyköping 129
Hong Kong 114
Ashburn 94
Beijing 74
Rome 67
Chandler 56
Bari 53
Santa Clara 52
Dallas 47
Moscow 34
Princeton 33
Milan 31
New York 29
Munich 27
Naples 26
Boardman 24
Ho Chi Minh City 21
Wilmington 20
Palermo 18
Brno 17
Los Angeles 17
Foggia 15
Helsinki 15
São Paulo 15
Pune 14
Hanoi 12
Ottawa 10
Lecce 9
San Francisco 9
Brooklyn 8
Brussels 8
Castelfranco Veneto 8
Frankfurt am Main 8
Turin 8
Des Moines 7
Rio de Janeiro 7
Düsseldorf 6
Espoo 6
Lisbon 6
London 6
Padova 6
Poznan 6
Seattle 6
Amsterdam 5
Barletta 5
Bitonto 5
Central 5
Chicago 5
Frattamaggiore 5
Lappeenranta 5
Lauterbourg 5
San Severo 5
The Dalles 5
Toronto 5
Warsaw 5
Bologna 4
Bolzano 4
Chennai 4
Fisciano 4
Genoa 4
Manfredonia 4
Matera 4
Nuremberg 4
Odolo 4
Pescara 4
Plymouth 4
Sant'Angelo dei Lombardi 4
Thessaloniki 4
Altamura 3
Athens 3
Baku 3
Biên Hòa 3
Cairo 3
Capurso 3
Casoria 3
Chieti 3
Curitiba 3
Florence 3
Gravina di Catania 3
Guangzhou 3
Innsbruck 3
Johannesburg 3
Kuching 3
La Paz 3
Lima 3
Lizzanello 3
Madrid 3
Martina Franca 3
Mauá 3
Monte 3
Orosei 3
Paris 3
Parma 3
Pistoia 3
Pontassieve 3
Portland 3
Portsmouth 3
Sydney 3
Totale 1.927
Nome #
I sensi nel digitale. Le Tangible User Interfaces innovano la pratica pedagogica 294
Usability and engagement of a digital and multisensorial tool for immersive storytelling: A pilot study 216
Digital games for career guidance: a systematic review using PRISMA guidelines 103
Digital and Multisensory Storytelling: Narration with Smell, Taste and Touch 98
An innovative tool for olfactive learning with Tangible User Interfaces in MOOC learning for viticulture and enology learning 98
Digital Storytelling: A learning perspective 87
Operazionalization of the 4C-ID model in a practical context 85
A serious game and negotiation skills in nursing students: A pilot study 82
Circle time: la voce dei bambini 79
LA SFIDA DEL VECCHIO TANGIBILE AL NUOVO DIGITALE: I MATERIALI IBRIDI PER L’EDUCAZIONE 78
Creativity, Learning and Technology in MOOC: The DoCENT Approach Between Teaching and Gaming 73
Tangible User Interfaces e multisensorialità nella didattica: uno studio di accettabilità in contesti scolastici formali 73
Burnout Syndrome Among Master’s Degree Nursing Students Using a Compromising Negotiation Style Evaluated Through a Serious Game 70
The role of technologies in education and new trajectories of blended learning 69
Block Magic: A Prototype Bridging Digital and Physical Educational Materials to Support Children Learning Processes 68
Artificial immune systems for artificial olfaction data analysis: comparison between AIRS and ANN models 67
An agent‐based modelling approach to build up educational digital games for kindergarten and primary schools 67
BlockMagic: Enhancing Traditional Didactic Materials with Smart Objects Technology 66
Potenziare i materiali didattici nella scuola primaria con interfacce naturali e tutor adattivi 66
Bridging Digital and Physical Educational Games Using RFID/NFC Technologies 65
SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell 63
Tangible User Interfaces for Multisensory Storytelling at School: A Study of Acceptability 62
teleXbe-2021 – The balance distance and face-to-face learning: a field for the discussion of scientific evidences 62
The DoCENT role play game: A tool for the training og the digital creativity for teachers 61
New technologies to guarantee physical well-being: didactic and motivational strategies 60
Educational Digital Storytelling: Empowering Students to Shape Their Future 59
Literature Review on MOOCs on Sensory (Olfactory) Learning 59
Enhancing Manipulative Learning with Smart Objects 58
BLOCKMAGIC, A Hybrid Educational Environment Based On RFID Technology And Internet Of Things Concepts 58
Multisensory Educational Materials: Five Senses to Learn 58
Attain Cultural Integration through teachers’ COnflict Resolution skills Development: The ACCORD Project 58
Technology to enhance Hands-on Psycho-pedagogical Practices 57
The process of determining an educational research in the technological field understood as a complex and adaptive system: D-BOX as a case study 56
Artificial Immune Systems: A Novel Approach to Electronic Nose Patterns Classification 56
An adaptive classification model based on the Artificial Immune System for chemical sensor drift mitigation 56
The effects of the COVID-19 pandemic on Italian primary school children's learning: A systematic review through a psycho-social lens 56
Demonstrating machine learning for cancer diagnostics 54
STOP: A gamified approach to support obese patients in changing their health habits 52
Un concreto caso di applicazione degli strumenti per la didattica. Descrizione e analisi della sperimentazione avvenuta nelle scuole romane. 52
Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers 51
Preface 49
The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity. 49
The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review 45
THE VIRGILIO PROJECT. Using Moocs and Serious Games to support students decision making for an informed selection of university curriculum 45
I MATERIALI DIDATTICI CURRICOLARI POTENZIATI: DALLE INTERFACCE TRASPARENTI ALLA MULTIMODALITÀ 40
The SToP project app: Promoting the creation of habits through explicit learning and self-monitoring 39
Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance 39
The Activity Board 1.0: RFID-NFC WI-FI Multitags Desktop Reader for Education and Rehabilitation Applications 38
TriPOD: A Prototypal System for the Recognition of Capacitive Widget on Touchscreen Addressed for Montessori-Like Educational Applications 37
Exploratory Study of the Effects of Digital Storytelling Using Tangible User Interfaces on Acquired Knowledge About a Story in a Group of Primary School Children 36
Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials 35
Can 3D Virtual Worlds Be Used as Intelligent Tutoring Systems to Innovate Teaching and Learning Methods? Future Challenges and Possible Scenarios for Metaverse and Artificial Intelligence in Education 9
null 6
Virtual worlds and intelligent tutoring systems for learning motivation: a narrative review 2
A Multidimentional Approach to Digital Inclusion: What Is the Impact of a UDL-Oriented ITS on Global Affect and Self-Efficacy? 2
Enhancing Learning Motivation Through Virtual Worlds and Intelligent Tutoring Systems: A Narrative Review. 2
Lego-Kintsugi: una nuova metodologia didattico-educativa per valorizzare le life skills e le digital life skills, creare benessere ed educare alla felicità 1
AI-Powered Digital Storytelling in Virtual Worlds: A Comparative European Model for Refugee Education. 1
Visual narrative Game: an exploratory study on the role of visual communication in virtualworlds for socio-emotional learning in preadolescents. 1
Teaching and Learning in 3D Virtual Worlds integrated with Intelligent Tutoring Systems: New perspectives for Virtual Reality, Eduverse and Artificial Intelligence in Education 1
Visual Narrative Game: la comunicazione visiva nei mondi virtuali per l’apprendimento socio-emotivo dei preadolescenti. 1
Virtual English LAB: The Impact of Virtual Worlds on English Language Learning and Life Skills in Higher Education. 1
The interactive and digital box for study management: an innovative and inclusive teaching tool for students with Special Educational Needs 1
Totale 3.532
Categoria #
all - tutte 25.367
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 25.367


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2021/2022344 0 0 0 0 3 2 112 36 36 82 20 53
2022/2023974 76 34 29 15 41 61 54 99 433 49 52 31
2023/2024426 43 25 32 14 34 55 29 36 25 28 27 78
2024/20251.097 79 30 38 43 67 108 63 56 296 131 112 74
2025/2026691 125 124 167 236 39 0 0 0 0 0 0 0
Totale 3.532