Federica Gini
Biographic Data
| ID | 9486746 |
|---|---|
| NAME | Federica Gini |
| GIVEN NAMES | Federica |
| FAMILY NAME | Gini |
| SIGNATURE | GINI F |
| AFFILIATIONS | University of Trento |
| ORCID | 0000-0003-3427-3747 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
The role and scope of gamification in education
Gamification - the use of game elements in non-game contexts - represents a promising solution to enhance motivation and engagement in education. Traditional lecture-based teaching has been increasingly viewed as insufficient for effective learning, promoting interest in gamified education to sustain student engagement and foster a positive learning environment. This study presents a comprehensive scientometric literature review on the use of gam…
Gamify to persuade
Effects of hunger and calorie content on visual awareness of food stimuli
Calorie content and hunger are two fundamental cues acting upon the processing of visually presented food items. However, whether and to which extent they affect visual awareness is still an open question. Here, high- and low-calorie food images administered to hungry or satiated participants were confronted in a breaking-Continuous Flash Suppression paradigm (Experiment 1), measuring the time required to access to visual awareness, and in a Bino…
No prominent works on this page.
Effects of hunger and calorie content on visual awareness of food stimuli
Calorie content and hunger are two fundamental cues acting upon the processing of visually presented food items. However, whether and to which extent they affect visual awareness is still an open question. Here, high- and low-calorie food images administered to hungry or satiated participants were confronted in a breaking-Continuous Flash Suppression paradigm (Experiment 1), measuring the time required to access to visual awareness, and in a Bino…
The role and scope of gamification in education
Gamification - the use of game elements in non-game contexts - represents a promising solution to enhance motivation and engagement in education. Traditional lecture-based teaching has been increasingly viewed as insufficient for effective learning, promoting interest in gamified education to sustain student engagement and foster a positive learning environment. This study presents a comprehensive scientometric literature review on the use of gam…
Gamify to persuade
Psychology (2 works) · Affect (linguistics) (1 work) · Augmented Reality Applications (1 work) · Binocular rivalry (1 work) · Biochemical Analysis and Sensing Techniques (1 work) · Calorie (1 work) · Cognitive psychology (1 work) · Communication (1 work) · Computer Science (1 work) · Educational Games and Gamification (1 work)