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Colmare il divario tra Scuola e Storia: il Progetto Scan Italy
S Di Tore, A Caldarelli, V Beatini… - Education Sciences & …, 2022 - torrossa.com
Questo contributo si prefigge da un lato, di dare uno spaccato del dilagante utilizzo di
Extended Reality con particolare attenzione verso quella immersiva (Virtual Reality) …
Extended Reality con particolare attenzione verso quella immersiva (Virtual Reality) …
Learning through gaming in times of COVID-19: The pedagogical value of Edugames
Distance learning in the COVID-19 period has led teachers to use digital skills and to update
themselves in order to promote learning. Starting from OECD, DESI and ISTAT data, only a …
themselves in order to promote learning. Starting from OECD, DESI and ISTAT data, only a …
Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study
Immersive virtual environments represent a great opportunity for museums to enhance
visitor experience through edutainment. However, to provide an enjoyable entertainment …
visitor experience through edutainment. However, to provide an enjoyable entertainment …
An Innovative Approach to Virtual Reality and Game-Based Learning for Primary Schools
G Borla, B Bruschi, F Camandona, L Denicolai… - … Conference on Higher …, 2023 - Springer
Studies showing the positive effects of introducing Virtual Reality into learning contexts are
still at an explorative phase, especially those dealing with primary school students. Involving …
still at an explorative phase, especially those dealing with primary school students. Involving …
Le Emotional Technologies nell'Educazione
M Muscarà, A Romano, A Lizio, V Carnazzo - serena.unina.it
Il contributo analizza l'impatto delle Emotional Technologies (ET) sulla User Experience
(UX) nel contesto educativo. Le Emotional Technologies sono tecnologie che tengono conto …
(UX) nel contesto educativo. Le Emotional Technologies sono tecnologie che tengono conto …
[PDF][PDF] Scan Italy: Bridge the gap between History and schools.
Questo contributo si prefigge da un lato, di dare uno spaccato del dilagante utilizzo di
Extended Reality con particolare attenzione verso quella immersiva (Virtual Reality) …
Extended Reality con particolare attenzione verso quella immersiva (Virtual Reality) …