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Closing the" Learning Design Life-Cycle" with the Pedagogical Planner

, , , , and . European Journal of Open, Distance and E-learning, (2016)

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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)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)Intangible Cultural Heritage: Towards collaborative planning of educational interventions., , and . Comput. Hum. Behav., (2015)Developing strategic and reasoning abilities with computer games at primary school level., , , and . Comput. Educ., 49 (4): 1272-1286 (2007)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)An Integrated Platform Supporting Intangible Cultural Heritage Learning and Transmission: Definition of Requirements and Evaluation Criteria., , , and . J. Comput. Inf. Technol., 22 (4): 277-292 (2014)Scaffolding Pedagogical Planning and the Design of Learning Activities: An On-Line System., , and . Int. J. Knowl. Soc. Res., 2 (1): 84-97 (2011)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)