Andrea Valente

Andrea Valente
Fax: 66157697

Vis graf over relationer

  1. 2018
  2. Udgivet

    Fables: Exploring natural ways of expressing behavior to create digital simulations

    Valente, A. & Marchetti, E., 2018, Design, User Experience, and Usability: Designing Interactions. Marcus, A. & Wang, W. (red.). Springer, Bind 10919. s. 110-126 (Lecture Notes in Computer Science, Bind 10919).

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  3. Udgivet

    Interactivity and multimodality in language learning: The untapped potential of audiobooks

    Marchetti, E. & Valente, A., 2018, I : Universal Access in the Information Society. 17, 2, s. 257–274

    Publikation: Bidrag til tidsskriftTidsskriftartikelForskningpeer review

  4. Udgivet

    Quiz-R-us: Re-conceptualizing quizzes to enrich blended learning in occupational therapy study lines

    Marchetti, E. & Valente, A., 2018, Proceedings of the 5th International Conference on Learning and Collaboration Technologies. Zaphiris, P. & Ioannou, A. (red.). Springer, Bind II. s. 332-349 (Lecture Notes in Computer Science, Bind 10925).

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  5. Udgivet

    What a Tangible Digital Installation for Museums Can Offer to Autistic Children and Their Teachers

    Marchetti, E. & Valente, A., 2018, Autism Spectrum Disorders: Breakthroughs in Research and Practice. Khosrow-Pour, M. (red.). IGI global, s. 144-161

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingBidrag til bog/antologiForskningpeer review

  6. 2017
  7. Udgivet

    From Cards To Digital Games: Closing the loop

    Valente, A. & Marchetti, E., 2017, Proceedings of the 6th International Congress on Advanced Applied Informatics LTLE 2017. IEEE, s. 507-510

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  8. 2016
  9. Udgivet

    The many voices of audiobooks: interactivity and multimodality in language learning

    Marchetti, E. & Valente, A., jul. 2016, Proceedings of the Third International Conference on Learning and Collaboration Technologies. Zaphiris, P. & Ioannou, A. (red.). Springer, s. 165-176 (Lecture Notes in Computer Science, Bind 9753).

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  10. Udgivet

    What a Tangible Digital Installation for Museums Can Offer to Autistic Children and Their Teachers

    Marchetti, E. & Valente, A., apr. 2016, I : International Journal of Game-Based Learning. 6, 2, s. 29-45

    Publikation: Bidrag til tidsskriftTidsskriftartikelForskningpeer review

  11. Udgivet

    It Takes Three: Re-contextualizing Game-based Learning Among Teachers, Developers and Learners

    Marchetti, E. & Valente, A., 2016, Proceedings of The 10th European Conference on Games Based Learning. Connolly, T. & Boyle, L. (red.). Academic Conferences and Publishing International, s. 399-406

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  12. 2015
  13. Udgivet

    A tangible digital installation in the classroom: Role Play and autistic Children

    Marchetti, E. & Valente, A., 2015, Proceedings of the 9th European Conference on Games Based Learning. Munkvold, R. & Kolås, L. (red.). Academic Conferences and Publishing International, s. 346-353

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  14. Udgivet

    Authoring of digital games via card games: Make playful play happen

    Valente, A. & Marchetti, E., 2015, Arts and Technology: Fourth International Conference, ArtsIT 2014, Istanbul, Turkey, November 10-12, 2014, Revised Selected Papers. Brooks, A. L., Ayiter, E. & Yazicigil, O. (red.). Springer, s. 128-136 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 145).

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  15. Domain-specific knowledge as playful interaction: The case of Prime Slaughter

    Valente, A. & Marchetti, E., 2015, I : International Journal of Arts and Technology. 8, 1, s. 30-49

    Publikation: Bidrag til tidsskriftTidsskriftartikelForskningpeer review

  16. Udgivet

    Learning via Game Design: From Digital to Card Games and Back Again

    Marchetti, E. & Valente, A., 2015, I : Electronic Journal of E-Learning. 13, 3, s. 167-180

    Publikation: Bidrag til tidsskriftTidsskriftartikelForskningpeer review

  17. Udgivet

    Make and play: card games as tangible and playable knowledge representation boundary objects

    Valente, A. & Marchetti, E., 2015, Proceedings of the 15th IEEE International Conference on Advanced Learning Technologies. IEEE, s. 137-141

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  18. Udgivet

    What happened to non-linear narrative? A pedagogical reflection

    Marchetti, E. & Valente, A., 2015, Proceedings of the 15th IEEE International Conference on Advanced Learning Technologies - ICALT2015.. IEEE, s. 233-237

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  19. 2014
  20. Transposition of Domain Knowledge into Educational Games

    Marchetti, E., Jensen, K. & Valente, A., 26 jun. 2014, I : International Journal of Technology, Knowledge and Society. 9, 4, s. 273-288 16 s.

    Publikation: Bidrag til tidsskriftKonferenceartikelForskningpeer review

  21. Development of a Memory Training Game

    Jensen, K. & Valente, A., 2014, Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy. Brooks, A. L., Jain, L. C. & Brahnam, S. (red.). Heidelberg: Springer Publishing Company, Bind 536. s. 25-38

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingBidrag til bog/antologiForskningpeer review

  22. 2013
  23. International Students and the POPBL

    Valente, A., 30 sep. 2013, Visions, Challenges and Strategies: PBL Principles and Methodologies in a Danish and Global Perspective. Krogh, L. & Aarup Jensen, A. (red.). 1 udg. Aalborg Universitet: Aalborg Universitetsforlag, s. 155-172 18 s.

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingBidrag til bog/antologiForskningpeer review

  24. Social Exploration of 1D Games

    Valente, A. & Marchetti, E., 30 aug. 2013, Arts and Technology: Third International Conference, ArtsIT 2013, Milan, Italy, March 21-23, 2013, Revised Selected Papers. De Michelis, G., Tisato, F., Bene, A. & Bernini, D. (red.). Springer, s. 144-151 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 116).

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  25. Teachers and children playing with factorization: Putting prime slaughter to the test

    Valente, A. & Marchetti, E., 1 aug. 2013, Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience: Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II. Marcus, A. (red.). Springer, s. 311-320 10 s. (Lecture Notes in Computer Science, Bind 8013).

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  26. Diachronic Perspective and Interaction: New Directions for Innovation in Historical Museums

    Marchetti, E. & Valente, A., 2013, I : International Journal of Technology, Knowledge and Society. 8, 6, s. 131-143 14 s.

    Publikation: Bidrag til tidsskriftTidsskriftartikelForskningpeer review

  27. Negative Discourse and Emergence of Game Genres: A social networks exploration

    Marchetti, E. & Valente, A., 2013, eKNOW 2013: The Fifth International Conference on Information, Process, and Knowledge Management. Malzahn, D. (red.). IARIA XPS Press, s. 81-88

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  28. 2012
  29. Diachronic Perspective and Interaction: New Directions for Innovation in Historical Museums

    Marchetti, E. & Valente, A., 2012. 1 s.

    Publikation: Konferencebidrag uden forlag/tidsskriftKonferenceabstrakt til konferenceForskningpeer review

  30. Kill it or grow it: Computer game design for playful math-learning

    Valente, A. & Marchetti, E., 2012, Proceedings of DIGITEL 2012: The 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE Computer Society Press, s. 17-24 8 s.

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  31. Prime Slaughter: Playful prime numbers

    Valente, A. & Marchetti, E., 2012, Arts and Technology: Second International Conference, ArtsIT 2011, Esbjerg, Denmark, December 10-11, 2011, Revised Selected Papers. Brooks, A. L. (red.). Springer, s. 136-144 9 s. (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 101).

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

  32. 2011
  33. Programming Turing Machines as a game for technology sense-making.

    Valente, A. & Marchetti, E., 18 aug. 2011, Proceedings of 11th International Conference on Advanced Learning Technologies (ICALT), 2011 IEEE.. IEEE Computer Society Press, s. 428-430

    Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

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