Andrao, Margherita
 Distribuzione geografica
Continente #
AS - Asia 94
NA - Nord America 61
EU - Europa 53
AF - Africa 1
OC - Oceania 1
SA - Sud America 1
Totale 211
Nazione #
US - Stati Uniti d'America 58
SG - Singapore 47
HK - Hong Kong 30
IT - Italia 23
DE - Germania 12
CN - Cina 5
VN - Vietnam 5
FI - Finlandia 4
CA - Canada 3
ES - Italia 3
KR - Corea 3
NL - Olanda 3
BD - Bangladesh 2
BE - Belgio 2
CZ - Repubblica Ceca 2
AR - Argentina 1
AZ - Azerbaigian 1
DK - Danimarca 1
FR - Francia 1
GB - Regno Unito 1
MA - Marocco 1
NZ - Nuova Zelanda 1
PK - Pakistan 1
PT - Portogallo 1
Totale 211
Città #
Singapore 41
Hong Kong 30
New York 24
Kronberg 11
Trento 7
Beijing 5
Hanoi 5
Los Angeles 5
Helsinki 4
Levico Terme 4
Boardman 3
Alcorcón 2
Amsterdam 2
Brussels 2
Campodarsego 2
Toronto 2
Ashburn 1
Auckland 1
Baku 1
Brno 1
Buenos Aires 1
Cagliari 1
Charlotte 1
Copenhagen 1
Dhaka 1
Islamabad 1
La Celle-Saint-Cloud 1
Lisbon 1
Miami 1
Newark 1
Nuremberg 1
Ottawa 1
Prague 1
Purmerend 1
Santa Clara 1
Seoul 1
Totale 169
Nome #
End-User Programming for Smart Educational Devices: Exploring the Role of Linguistic Aspects, Mental Models, and Reasoning Strategies in Trigger-Action Rules Composition and Debugging 31
The SmartGame: mixing digital and tangible to foster math education and social interaction 28
"This Sounds Unclear": Evaluating ChatGPT capability in translating end-user prompts into ready-to-deploy Python Code 23
SMARTER Than Before: Empowering Teachers to Program a Modular IoT Educational Device 22
Enhance Gamification Design Through End-User Development: a Proposal 19
Understanding Concepts, Methods and Tools for End-User Control of Automations in Ecosystems of Smart Objects and Services 17
End-User Programming and Math Teachers: an Initial Study 14
Therapists as designers: An initial investigation of end-user programming of a tangible tool for therapeutic interventions 14
Gamified Tangible IoT for Education: Exploring Usability in SmartGame 13
Understanding Creators Mental Models in Immersive Virtual Reality Programming 12
Toward a Better Understanding of End-User Debugging Strategies: A Pilot Study 12
Language and Temporal Aspects: A Qualitative Study on Trigger Interpretation in Trigger-Action Rules 12
SMARTER: an IoT learning game to teach math 12
RuleCraft: An End-User Development Hub for Education 12
Workshop EMPATHY: Empowering People in Dealing with Internet of Things Ecosystems 11
Analisi di un percorso di danza Hip Hop in un caso di Sindrome Feto-Alcolica 10
Totale 262
Categoria #
all - tutte 2.078
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 2.078


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2023/2024156 0 0 0 36 3 24 3 11 3 22 11 43
2024/2025106 10 10 69 11 6 0 0 0 0 0 0 0
Totale 262