Raffaele Di Fuccio
Orcid: 0000-0001-8886-3967
According to our database1,
Raffaele Di Fuccio
authored at least 33 papers
between 2010 and 2024.
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Bibliography
2024
Co-created augmented reality app and its impact on the effectiveness of learning a foreign language and on cultural knowledge.
Smart Learn. Environ., December, 2024
Behav. Inf. Technol., February, 2024
"Better than my professor?" How to develop artificial intelligence tools for higher education.
Frontiers Artif. Intell., 2024
Learning Enhancer Tools: A Theoretical Framework to Use AI Chatbot in Education and Learning Applications.
Proceedings of the Artificial Intelligence in HCI, 2024
2023
"Escape with Pulcinella": Development of A Gamified Environment And Pilot Study On Escape Rooms For Language Learning And Cultural Knowledge Acquisition.
Proceedings of the IEEE International Conference on Metrology for eXtended Reality, 2023
Pre-service Teachers' Perception of Digital Competences and Innovative Teaching Methods.
Proceedings of the Higher Education Learning Methodologies and Technologies Online, 2023
Game Based Learning for Enhancement of New Skills Using Micro-MOOCS for Academic Staff.
Proceedings of the Proceedings 14th International Conference on eLearning (eLearning-2023), 2023
2022
The process of determining an educational research in the technological field understood as a complex and adaptive system: D-BOX as a case study.
Proceedings of Third Workshop of Technology Enhanced Learning Environments for Blended Education, 2022
Burnout Syndrome Among Master's Degree Nursing Students Using a Compromising Negotiation Style Evaluated Through a Serious Game.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2022
Creativity, Learning and Technology in MOOC: The DoCENT Approach Between Teaching and Gaming.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022
2021
Multisensorial tangible user interface for immersive storytelling: a usability pilot study with a visually impaired child.
Proceedings of the First Workshop on Technology Enhanced Learning Environments for Blended Education, 2021
teleXbe-2021 - The balance distance and face-to-face learning: a field for the discussion of scientific evidences.
Proceedings of the Second Workshop on Technology Enhanced Learning Environments for Blended Education, 2021
teleXbe 2021 - The role of technologies in education and new trajectories of blended learning.
Proceedings of the First Workshop on Technology Enhanced Learning Environments for Blended Education, 2021
An innovative tool for olfactive learning with tangible user interfaces in MOOC learning for viticulture and enology learning.
Proceedings of the Second Workshop on Technology Enhanced Learning Environments for Blended Education, 2021
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021
The SToP project app: promoting the creation of habits through explicit learning and self-monitoring.
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021
2020
Usability and engagement of a digital and multisensorial tool for immersive storytelling: a pilot study.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020
Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020
2019
The DoCENT role play game: a tool for the training of the digital creativity for teachers.
Proceedings of the First Symposium on Psychology-Based Technologies co-located with XXXII National Congress of Italian Association of Psychology, 2019
The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2019
Proceedings of the 5th Collaborative European Research Conference (CERC 2019), 2019
2018
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2018
2017
An agent-based modelling approach to build up educational digital games for kindergarten and primary schools.
Expert Syst. J. Knowl. Eng., 2017
The Activity Board 1.0: RFID-NFC WI-FI Multitags Desktop Reader for Education and Rehabilitation Applications.
Proceedings of the Recent Advances in Information Systems and Technologies, 2017
TriPOD: A Prototypal System for the Recognition of Capacitive Widget on Touchscreen Addressed for Montessori-Like Educational Applications.
Proceedings of the Recent Advances in Information Systems and Technologies, 2017
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2017
2016
Proceedings of the Adaptive and Adaptable Learning, 2016
2015
Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials.
Proceedings of the Design for Teaching and Learning in a Networked World, 2015
2014
BlockMagic, A Hybrid Educational Environment Based on RFID Technology and Internet of Things Concepts.
Proceedings of the Internet of Things. User-Centric IoT, 2014
2010
Artificial immune systems for Artificial Olfaction data analysis: Comparison between AIRS and ANN models.
Proceedings of the International Joint Conference on Neural Networks, 2010