A distributed abstract machine for Safe Ambients D Sangiorgi, A Valente Automata, Languages and Programming: 28th International Colloquium, ICALP …, 2001 | 58 | 2001 |
Interactivity and multimodality in language learning: the untapped potential of audiobooks E Marchetti, A Valente Universal Access in the Information Society 17 (2), 257-274, 2018 | 51 | 2018 |
Learning via game design: From digital to card games and back again E Marchetti, A Valente Electronic Journal of E-learning 13 (3), pp167‑180-pp167‑180, 2015 | 33 | 2015 |
Safe ambients: Abstract machine and distributed implementation P Giannini, D Sangiorgi, A Valente Science of Computer Programming 59 (3), 209-249, 2006 | 22 | 2006 |
Exploring theoretical computer science using paper toys (for kids) A Valente IEEE International Conference on Advanced Learning Technologies, 2004 …, 2004 | 15 | 2004 |
Diachronic perspective and interaction: new directions for innovation in historical museums E Marchetti, A Valente International Journal of Technology, Knowledge and Society 8 (6), 131, 2013 | 14 | 2013 |
Programming Turing Machines as a game for technology sense-making A Valente, E Marchetti 2011 IEEE 11th International Conference on Advanced Learning Technologies …, 2011 | 11 | 2011 |
Make and play: card games as tangible and playable knowledge representation boundary objects A Valente, E Marchetti 2015 IEEE 15th International Conference on Advanced Learning Technologies …, 2015 | 10 | 2015 |
Development of a Rich Picture editor: a user-centered approach A Valente, E Marchetti International Journal on Advances in Intelligent Systems 3 (3 & 4), 187-199, 2010 | 10 | 2010 |
Framework for graph-based formalisms M Gribaudo, A Valente Proceeding of the first International Conference on Software Engineering …, 2000 | 10 | 2000 |
It takes three: re-contextualizing game-based learning among teachers, developers and learners E Marchetti, A Valente Proceedings of the European Conference on Games Based Learning, 399-406, 2016 | 9 | 2016 |
What a tangible digital installation for museums can offer to autistic children and their teachers E Marchetti, A Valente International Journal of Game-Based Learning (IJGBL) 6 (2), 29-45, 2016 | 9 | 2016 |
Kill it or Grow it.: Computer Game Design for Playful Math-Learning A Valente, E Marchetti 2012 IEEE Fourth International Conference On Digital Game And Intelligent …, 2012 | 9 | 2012 |
Fabric robotics-lessons learned introducing soft robotics in a computational thinking course for children BKMK Pedersen, E Marchetti, A Valente, J Nielsen International Conference on Human-Computer Interaction, 499-519, 2020 | 8 | 2020 |
Boardgames and computational thinking: how to identify games with potential to support ct in the classroom M Scirea, A Valente Proceedings of the 15th International Conference on the Foundations of …, 2020 | 7 | 2020 |
Design of an educational multimedia library to teach python to non-technical university students A Valente, E Marchetti, J Wang 2020 9th International Congress on Advanced Applied Informatics (IIAI-AAI …, 2020 | 7 | 2020 |
Design games to learn: a new approach to playful learning through digital games E Marchetti, A Valente proceedings of the European conference on games based learning 1, 356-363, 2014 | 7 | 2014 |
Transposition of Domain Knowledge into Educational Games E Marchetti, K Jensen, A Valente Technology, Knowledge and Society Conference, 273-288, 2014 | 7 | 2014 |
A tangible digital installation in the classroom: role play and autistic children E Marchetti, A Valente European Conference on Games Based Learning, 346, 2015 | 6 | 2015 |
Development of a memory training game K Jensen, A Valente Technologies of Inclusive Well-Being: Serious Games, Alternative Realities …, 2014 | 6 | 2014 |