
Recent Publications and Presentations
- Marinensi, G., & Botte, B. (2022). Fostering Motivation to Learn Through Gamification. In Handbook of Research on the Influence and Effectiveness of Gamification in Education. IGI Global.
- Marinensi, G., Botte, B., Romero Carbonell, M. (2022). Gamification in higher education: a self-determination theory perspective on the reward system. In Quaderni di Comunità – Persone, Educazione e Welfare nella società 5.0, 2(1), 81–110.
- Marinensi, G., & di Lallo, M. (2022). Experiences And Effects Of Flipped Learning On Fashion, Textiles And Clothing Education: A Systematic Literature Review. In INTED2022 Proceedings. IATED.
- Botte, B., Marinensi, G., & Musella, F. (2022). Higher Education Students’ Perception Of Their Learning Outcomes: Validation Of A Measurement Scale. In INTED2022 Proceedings. IATED.
- Marinensi, G., & Carbonell, M. R. (2021). Exploring Higher Education Teachers ’ Attitudes Towards Gamification. In Games and Learning Alliance. 10th International Conference, GALA 2021, Proceedings.
- Marinensi, G., & Carbonell, M. R. (2021). The role of narrative in educational gamification. Findings from a case study. QTimes-Journal of Education, Technology and Social Studies, Anno XIII(4), 200–214.
- Marinensi, G. (2021). Combining Gamification and Flipped Classroom to Improve Students’ Engagement in Higher Education. 11th Pan-European Conference on Digital Education, “Flipped Classroom: Empower Students for Their Learning Journey”. Online recording available here: https://www.youtube.com/watch?v=-JB6UQybI-I
- Marinensi, G., & Romero Carbonell, M. (2020). Combining Gamification and Flipped Classroom to improve students’ engagement in Higher Education. QTimes-Journal of Education, Technology and Social Studies, Anno XII(3), 290–308. Marinensi, G., Romero Carbonell, M., & Medaglia, C. M. (2020). Combining Gamification and Active Learning in Higher Education. In HCI International 2020 (pp. 292–296). Springer, Cham. https://doi.org/10.1007/978-3-030-50729-9_41
