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Digital technology and transmission of Intangible Cultural Heritage: The case of Cantu a Tenore.

, , , , , , and . Digital Heritage (2), page 117. IEEE, (2013)

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Neuroscience and technology enhanced learning, , , and . (2010)Towards Creative Pedagogy: Empowering Students to Develop Games, , , and . 6th European Conference on Games Based Learning, page 250--257. Reading, UK, Academic Conferences Limited, (2012)Children's Performance with Digital Mind Games and Evidence for Learning Behaviour., , and . WSKS, volume 278 of Communications in Computer and Information Science, page 235-243. Springer, (2011)SMART VIEW: A Serious Game Supporting Spatial Orientation of Subjects with Cognitive Impairments., , , and . HCI (5), volume 8514 of Lecture Notes in Computer Science, page 489-500. Springer, (2014)Supporting the Design of Pilot Learning Activities with the Pedagogical Plan Manager., , , , , and . Learning to Live in the Knowledge Society, volume 281 of IFIP, page 37-44. Springer, (2008)Teacher, What Do You Mean by "Creativity"? An Italian Survey on the Use of ICT to Foster Student Creativity., , and . WSKS (1), volume 111 of Communications in Computer and Information Science, page 165-171. Springer, (2010)Taking Up the Challenge of Evaluating Research Results in the Field of Technology Enhanced Learning., , and . WSKS (1), volume 5736 of Lecture Notes in Computer Science, page 22-30. Springer, (2009)A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students., , , , , , and . ICALT, page 31-32. IEEE Computer Society, (2013)Digital technology and transmission of Intangible Cultural Heritage: The case of Cantu a Tenore., , , , , , and . Digital Heritage (2), page 117. IEEE, (2013)Cloud-mobile Assistive Technologies for People with Intellectual Impairments: A Microsoft Azure-based Solution., , , and . Digital Health, page 103-104. ACM, (2015)