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Role: Former Staff Member
ITD office: Genoa
Ott Michela

Michela Ott is senior researcher at the Institute for Educational Technology of the Italian National Research Council (ITD-CNR). After getting her degree in Sanskrit at the University of Pisa she worked at the Institute for Computational Linguistics of CNR (ILC-CNR) from 1975 to 1980; since 1980 she has been working as researcher at ITD. She has participated in, led and coordinated many national and international research projects in the field of Educational Technology; has published a variety of books and scientific papers, is author of a number of software prototypes for education.
At present, her research activity focuses on:
-ICT and cultural heritage education

-The use of Serious games to support cognitive processes underpinning learning

- E-inclusion in education

- Educational Software: use, documentation and evaluation

- Educational innovation, learning design and Pedagogical Planning

-Creativity in learning

-Neuroscience and Technology Enhanced Learning

PUBBLICAZIONI 2013

  1. Ott M., Popescu M. M.; Stanescu I.A. and de Freitas S. (2013) New pedagogical approaches in game enhanced learning: curriculum integration, IGI-GLOBAL
  2. Antonaci, A., Bravi, P., Dagnino, F.M., Lutzu, M., Ott, M., Pilosu, S. & Pozzi, F. (2013). Exploring the "Intangible" through ICT. In: L. Gómez Chova, A. López Martnez, I. Candel Torres (Eds.), Proceedings of the 6th International Conference of Education, Research and Innovation  (ICERI) November 18th-20th, 2013 - Seville, Spain, pp 3962-3970.
  3. Antonaci, A., Ott, M. & Pozzi, F. (2013). Virtual Museums, Cultural Heritage Education and 21st Century skills. In: Parmigiani Davide, Pennazio Valentina & Traverso Andrea (Eds.), ATEE-SIREM Winter Conference Proceedings Learning & Teaching with Media & Technology 7-9 March 2013, Genoa, Italy, 185-195. ATEE Association for Teacher Education in Europe, Brussels, Belgium.
  4. Popescu M., Roceanu I., Earp J., Ott M., Ger P. M. (2013) Aspects of Serious Games Curriculum Integration - A Two-Fold Approach. Internet Learning. 2,1. Spring 2013. Article 5, pp 40-50. Policy Studies Organisation - WASHINGTON, DC, USA.
  5. Baalsrud Hauge, J, Bellotti, F., Berta, R., Carvalho, MB, De Gloria, A., Lavagnino, E., Nadolski, R & Ott, M. (2013). Field assessment of Serious Games for Entrepreneurship in Higher Education. Journal of Convergence Information Technology (JCIT), Vol. 8, No. 13, pp. 1-12.
  6. Bottino, R.M., Ott, M. & Tavella, M. (2013). Children's Performance with Digital Mind Games and Evidence for Learning Behaviour. In: Miltiadis D. Lytras, Da Ruan, Robert D. Tennyson, Patricia Ordonez De Pablos, Francisco Jos Garca Pealvo, Lazar Rusu (Eds.), Information Systems, E-learning, and Knowledge Management Research, 235-243. Springer-Verlag berlin, Heidelberg (Germania) .
  7. Bottino, R.M., Ott, M. & Tavella, M. (2013). Investigating the Relationship Between School Performance and the Abilities to Play Mind Games. in: Carlos Vaz de Carvalho, Paula Escudeiro (Eds.), Proceedings of the 7th European Conference on Games-Based Learning, 62-71.
  8. Antonaci, A., Dagnino, F.M., Ott, M., Pozzi F., Bravi P., Lutzu M., Pilosu, S. (2013 Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore in 2013 Digital Heritage International Congress, Marsiglia, 28/10/2013-1/11/2013
  9. Earp, J., Ott, M. & Pozzi, F. (2013). Facilitating educators' knowledge sharing with dedicated Information Systems. Computers in human behavior, 29 (2), 445-455. Elsevier, Paris
  10. Igor Mayer, Johann C.K.H. Riedel, Jannicke Baalsrud Hauge, Francesco Bellotti, Alessandro de Gloria, Michela Ott, and Sobah Abbas Petersen (2013)  Serious Games in a European Policy Context in SGDA Proceedings 2013
  11. Ott M., Popescu M. M.; Stanescu I.A. and de Freitas S. (2013) Game Enhanced Learning: Preliminary Thoughts on Curriculum Integration in New Pedagogical Approaches in Game Enhanced Learning, IGI-GLOBAL 2013
  12. Ott, M. (2013). Serious Gaming, Gamification and Game making: new avenues towards learning innovation? Online EDUCA 2013 Berlin 5-6 December 2013, Preconference Workshop Openness, Innovation, and Inclusion: European Policies and Programmes in ICT for Learning, EACEA Available at: http://eacea.ec.europa.eu/llp/events/2013/online_educa_en.php.
  13. Bocconi, S., Ott M. (2013) ICT and Universal Access to Education: Towards a Culture of Accessibility in Information Systems, E-learning, and Knowledge Management Research, Springer-Verlag, Berlin/Heidelberg 2013
  14. Bottino, R. M., Ott, M., & Tavella, M. (2013) Scaffolding Pedagogical Planning and the Design of Learning Activities: An On-Line System IGI Global, Hershey in Governance, Communication, and Innovation in a Knowledge Intensive Society, 2013
 

Michela Ott is senior researcher at the Institute for Educational Technology of the Italian National Research Council (ITD-CNR). After getting her degree in Sanskrit at the University of Pisa she worked at the Institute for Computational Linguistics of CNR (ILC-CNR) from 1975 to 1980; since 1980 she has been working as researcher at ITD. She has participated in, led and coordinated many national and international research projects in the field of Educational Technology; has published a variety of books and scientific papers, is author of a number of software prototypes for education.
At present, her research activity focuses on:
-ICT and cultural heritage education

-The use of Serious games to support cognitive processes underpinning learning

- E-inclusion in education

- Educational Software: use, documentation and evaluation

- Educational innovation, learning design and Pedagogical Planning

-Creativity in learning

-Neuroscience and Technology Enhanced Learning

PUBBLICAZIONI 2013

  1. Ott M., Popescu M. M.; Stanescu I.A. and de Freitas S. (2013) New pedagogical approaches in game enhanced learning: curriculum integration, IGI-GLOBAL
  2. Antonaci, A., Bravi, P., Dagnino, F.M., Lutzu, M., Ott, M., Pilosu, S. & Pozzi, F. (2013). Exploring the "Intangible" through ICT. In: L. Gómez Chova, A. López Martnez, I. Candel Torres (Eds.), Proceedings of the 6th International Conference of Education, Research and Innovation  (ICERI) November 18th-20th, 2013 - Seville, Spain, pp 3962-3970.
  3. Antonaci, A., Ott, M. & Pozzi, F. (2013). Virtual Museums, Cultural Heritage Education and 21st Century skills. In: Parmigiani Davide, Pennazio Valentina & Traverso Andrea (Eds.), ATEE-SIREM Winter Conference Proceedings Learning & Teaching with Media & Technology 7-9 March 2013, Genoa, Italy, 185-195. ATEE Association for Teacher Education in Europe, Brussels, Belgium.
  4. Popescu M., Roceanu I., Earp J., Ott M., Ger P. M. (2013) Aspects of Serious Games Curriculum Integration - A Two-Fold Approach. Internet Learning. 2,1. Spring 2013. Article 5, pp 40-50. Policy Studies Organisation - WASHINGTON, DC, USA.
  5. Baalsrud Hauge, J, Bellotti, F., Berta, R., Carvalho, MB, De Gloria, A., Lavagnino, E., Nadolski, R & Ott, M. (2013). Field assessment of Serious Games for Entrepreneurship in Higher Education. Journal of Convergence Information Technology (JCIT), Vol. 8, No. 13, pp. 1-12.
  6. Bottino, R.M., Ott, M. & Tavella, M. (2013). Children's Performance with Digital Mind Games and Evidence for Learning Behaviour. In: Miltiadis D. Lytras, Da Ruan, Robert D. Tennyson, Patricia Ordonez De Pablos, Francisco Jos Garca Pealvo, Lazar Rusu (Eds.), Information Systems, E-learning, and Knowledge Management Research, 235-243. Springer-Verlag berlin, Heidelberg (Germania) .
  7. Bottino, R.M., Ott, M. & Tavella, M. (2013). Investigating the Relationship Between School Performance and the Abilities to Play Mind Games. in: Carlos Vaz de Carvalho, Paula Escudeiro (Eds.), Proceedings of the 7th European Conference on Games-Based Learning, 62-71.
  8. Antonaci, A., Dagnino, F.M., Ott, M., Pozzi F., Bravi P., Lutzu M., Pilosu, S. (2013 Digital technology and transmission of Intangible Cultural Heritage: the case of Cantu a Tenore in 2013 Digital Heritage International Congress, Marsiglia, 28/10/2013-1/11/2013
  9. Earp, J., Ott, M. & Pozzi, F. (2013). Facilitating educators' knowledge sharing with dedicated Information Systems. Computers in human behavior, 29 (2), 445-455. Elsevier, Paris
  10. Igor Mayer, Johann C.K.H. Riedel, Jannicke Baalsrud Hauge, Francesco Bellotti, Alessandro de Gloria, Michela Ott, and Sobah Abbas Petersen (2013)  Serious Games in a European Policy Context in SGDA Proceedings 2013
  11. Ott M., Popescu M. M.; Stanescu I.A. and de Freitas S. (2013) Game Enhanced Learning: Preliminary Thoughts on Curriculum Integration in New Pedagogical Approaches in Game Enhanced Learning, IGI-GLOBAL 2013
  12. Ott, M. (2013). Serious Gaming, Gamification and Game making: new avenues towards learning innovation? Online EDUCA 2013 Berlin 5-6 December 2013, Preconference Workshop Openness, Innovation, and Inclusion: European Policies and Programmes in ICT for Learning, EACEA Available at: http://eacea.ec.europa.eu/llp/events/2013/online_educa_en.php.
  13. Bocconi, S., Ott M. (2013) ICT and Universal Access to Education: Towards a Culture of Accessibility in Information Systems, E-learning, and Knowledge Management Research, Springer-Verlag, Berlin/Heidelberg 2013
  14. Bottino, R. M., Ott, M., & Tavella, M. (2013) Scaffolding Pedagogical Planning and the Design of Learning Activities: An On-Line System IGI Global, Hershey in Governance, Communication, and Innovation in a Knowledge Intensive Society, 2013

Researchgate: Michela_Ott

Scholar: 8eI_WbYAAAAJ

Academia.edu: http://cnr-it.academia.edu/MichelaOtt