DI TORE, Stefano
 Distribuzione geografica
Continente #
EU - Europa 4.965
NA - Nord America 4.668
AS - Asia 2.530
SA - Sud America 238
AF - Africa 21
OC - Oceania 8
Continente sconosciuto - Info sul continente non disponibili 6
Totale 12.436
Nazione #
US - Stati Uniti d'America 4.634
IT - Italia 3.302
HK - Hong Kong 1.244
SG - Singapore 481
CN - Cina 421
RU - Federazione Russa 360
DE - Germania 335
UA - Ucraina 272
BR - Brasile 218
FR - Francia 143
IE - Irlanda 140
FI - Finlandia 113
TR - Turchia 108
KR - Corea 88
SE - Svezia 82
VN - Vietnam 81
NL - Olanda 72
GB - Regno Unito 41
IN - India 36
AT - Austria 26
CZ - Repubblica Ceca 16
CA - Canada 13
MX - Messico 13
ES - Italia 12
PL - Polonia 11
BD - Bangladesh 8
BE - Belgio 8
CH - Svizzera 8
JP - Giappone 8
PH - Filippine 8
GR - Grecia 7
TH - Thailandia 7
ZA - Sudafrica 7
AE - Emirati Arabi Uniti 6
IQ - Iraq 6
TW - Taiwan 6
AU - Australia 5
CL - Cile 5
EU - Europa 5
MY - Malesia 5
AR - Argentina 4
DO - Repubblica Dominicana 4
DZ - Algeria 4
MK - Macedonia 4
UZ - Uzbekistan 4
VE - Venezuela 4
IR - Iran 3
EC - Ecuador 2
EG - Egitto 2
IL - Israele 2
LT - Lituania 2
NZ - Nuova Zelanda 2
PE - Perù 2
PK - Pakistan 2
PT - Portogallo 2
RS - Serbia 2
TN - Tunisia 2
UY - Uruguay 2
AL - Albania 1
AM - Armenia 1
BY - Bielorussia 1
CI - Costa d'Avorio 1
CM - Camerun 1
DK - Danimarca 1
ET - Etiopia 1
HU - Ungheria 1
ID - Indonesia 1
JM - Giamaica 1
KE - Kenya 1
KG - Kirghizistan 1
KZ - Kazakistan 1
MA - Marocco 1
MD - Moldavia 1
NR - Nauru 1
OM - Oman 1
PA - Panama 1
PS - Palestinian Territory 1
PY - Paraguay 1
RO - Romania 1
SI - Slovenia 1
SN - Senegal 1
SV - El Salvador 1
SX - ???statistics.table.value.countryCode.SX??? 1
TT - Trinidad e Tobago 1
Totale 12.436
Città #
Hong Kong 1.239
Ann Arbor 1.091
Chandler 517
Wilmington 455
Princeton 357
Jacksonville 351
Woodbridge 323
Naples 254
Salerno 213
Singapore 208
Houston 207
Ashburn 196
Rome 182
Dublin 129
Fisciano 117
Munich 102
Beijing 98
Izmir 91
Andover 76
Milan 74
Nanjing 72
Boardman 63
Dong Ket 61
Moscow 61
Pellezzano 57
Bari 55
Mestre 54
Napoli 46
Düsseldorf 43
Turku 39
Los Angeles 33
Palermo 31
Shenyang 31
Catania 27
Changsha 27
Hebei 27
Redwood City 27
Pune 26
Arcore 25
Fairfield 25
Nanchang 25
Nürnberg 25
Turin 24
Helsinki 23
Nocera Superiore 23
Vasto 23
Washington 23
Dallas 22
Livorno 22
Brescia 21
Jiaxing 21
San Nicola la Strada 21
Dearborn 20
Nuremberg 20
Florence 19
Pomigliano d'Arco 17
Bologna 16
Sarno 16
Amsterdam 15
Capaccio 15
Norwalk 15
São Paulo 15
Tianjin 15
Altavilla Irpina 13
Battipaglia 13
Modena 13
Pescara 13
Seattle 13
Caserta 12
Vienna 12
Acerra 11
Atlanta 11
Brno 11
Rio de Janeiro 11
San Diego 11
Taranto 11
Brooklyn 10
Cagliari 10
Chicago 10
Genoa 10
Hanoi 10
Palma Campania 10
Paris 10
San Giuseppe Vesuviano 10
Warsaw 10
Amalfi 9
Castellammare di Stabia 9
Giugliano in Campania 9
Guangzhou 9
Macerata 9
Orta di Atella 9
Padova 9
San Martino Valle Caudina 9
Verona 9
Arezzo 8
Assago 8
Campobasso 8
Cava De' Tirreni 8
Marsala 8
Nocera Inferiore 8
Totale 7.940
Nome #
A Case Study of “3D Dice” as a Possible Training for Perspective-Taking Skills: Perspective Taking, Frog Test, and edugames – Possible Relationships 1.049
Insegnare a leggere la mente. La realizzazione di un edugame per lo sviluppo delle abilità sociali in soggetti con Disturbo dello Spettro Autistico 726
asd-Robot: un robot stampato in 3D per i bambini con disturbo dello spettro autistico che adotta un approccio educativo inclusivo 538
TRAIETTORIE NON LINEARI NELLA RICERCA 225
Transmedia Digital Storytelling to Match Students’ Cognitive Styles in Special Education 176
"Moving Body": The Impact of "Simplexity" and "Educational Corporeality" in Italy 176
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 163
LA TECNOLOGIA DELLA PAROLA: DIDATTICA INCLUSIVA E LETTURA 163
Il Gioco delle Forme”: Design and Development of an Educational Exergame 155
Le wearable technologies e la metafora dei sei cappelli per pensare a supporto del seamless learning 142
Dislessia e complessità didattica della lingua inglese nei contesti scolastici italiani: proposta di un approccio multisensoriale ed interattivo. 140
Pilot Study in Visual Motor Integration and Specific Learning Disabilities 131
Body, movement and space for a simplex didactics 131
IKeWYSe – I Know What You See - An educational ontology-driven simulation game to foster perspective-taking skills 129
Virtual Reality Head-Mounted Display Used In Online & Distance Education 126
The use of the calorimetric system to measure factors related to the competence of teachers of primary school 125
A Typical Development of Reading Skills in the Italian Primary School: Educational and Technological Perspectives 123
Measuring perspective taking with the “Virtual Class” videogame: A child development study 121
A Constructivist Approach to Virtual Reality for Experiential Learning 121
MEASURING EMPATHY TO SUPPORT LEARNING DESIGN AND NARRATIVE GAME: A PHENOMENOLOGICAL APPROACH 121
The value of didactic-pedagogical skills of canoe-polo technical 120
Didactics and “Simplexity”: Umwelt as a Perceptive Interface 119
Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study 118
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 118
Design and Development of an Inclusive Learning Videogames Aimed to Promote the Development of Reading and Writing Skills. 117
Simplex approaches to develop reading competence in primary school 117
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 116
The potentials of bodily experience in the meaningful Learning:a teaching-methodological hypothesis for a dynamic construction of concepts 115
Design di una soluzione pedagogico-didattica-tecnologica 115
Visuo-spatial attention and reading abilities: an action game prototype for dyslexic children 114
LA DIMENSIONE PEDAGOGICA ED IL VALORE INCLUSIVO DEL CORPO E DEL MOVIMENTO 113
Divergent didactics in the age of complexity. The categorical architecture of knowledge’s overcoming 112
Implied Neuropedagogy and symbolic interactionism an interpretative system for the gesture language 112
Spazio, movimento, prospettiva ed empatia: un prototipo di videogame didattico 112
“Microsoft Kinect as Motion Analysis Device for Didactic Purposes: Processing Kinect Motion Data according to Motion Analysis Protocols to Obtain High-Accuracy Parameters when Developing Exergames” 110
Human Machine Interaction, Embodied Cognition and Phenomenology: the Body in Digital Storytelling 108
The extended body in the teaching-learning process 106
Notational analysis of tactics used by canoe polo national teams during the european and world championships semifinal and final matches, from 2006 till today 103
Lo sviluppo delle social Skills in bambini con disturbo dello Spettro Autistico. L'ASD-robot 99
Augmented body 97
FROM PRESENCE TO DISTANCE IN MUSEUM EDUCATION: THE USE OF ARCHAEOLOGICAL FINDS TO CREATE DIGITAL ASSETS THROUGH 3D SCANNING 96
Can I Consider the Pong Racket as a Part of My Body?: Toward a Digital Body Literacy 95
Exergames as Teaching Tools 95
Semplessità e lettura della mente. Strategie didattiche inclusive 95
The assessment-prediction capacities of teachers during physical activities in the primary school in Italy: analysis of the relationship between expected energy expenditure and actual energy expenditure during a light physical activity lasting 15 minutes. (ind. SCOPUS) 94
L'invisibile tecnologia della parola: design e sviluppo di un software per dislessici 93
ASD-ROBOT AS AN EDUCATIONAL TOOL FOR AUTISM SPECTRUM DISORDER LEARNING ACTIONS 91
Acchiappanuvole: design di serious-game didattici per l’integrazione visuo-motoria. 88
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 88
Evaluating the integration of the sensory-motor abilities to facilitate teaching-learning processes: a comparison between Italian and Indian models of teaching through the use of VMI test 87
The Enactive Didactics for Enactive Mind:The Evolution of a Learning Model 87
Exergames as Teaching Tools: New Forms of Human Machine Interaction 87
Cartografia e gamification: la web-application GeoBes 87
Corpo, Movimento e didattica: Le potenzialità degli ambienti virtuali per l’accesso ai saperi 86
Educare seamlessly. Dalla visione integrata delle teorie alle esperienze della comunità pedagogica italiana. Educating seamlessly. From the integrated view of theories to the experiences of the Italian pedagogical community. 86
How technologies in the classroom are modifying space and time management in teachers’experience? 86
The educational use of stabilometric platforms for the realization of physical activity for the elderly 85
Motion Analysis in Didactic Exergames Design 84
Didattica semplessa e competenze di lettura nella scuola primaria 83
Sensory Motor Interaction in Virtual Environment to Promote Teaching-Learning Process (ind. COPERNICUS) 82
Measuring the Reading Abilities of Dyslexic Children through a Visual Game 82
IKEWYSE – I KNOW WHAT YOU SEE AN EDUCATIONAL TOOL FOR PERSPECTIVE-TAKING SKILLS 81
Digital Umwelt: Towards a Didactic Use of Natural Interfaces 79
L’apprendimento in ambienti di mixed reality 79
Dislessia e videogames: Il potenziale didattico dei videogiochi 77
Le nuove tecnologie come strumenti di autovalutazione dei modelli metodologici adottati dai docenti di educazione fisica nella scuola secondaria 76
Educational technology for inclusion: Design of an educational software for individuals with autism spectrum disorders 76
Energy expenditure implications in the use of teaching methodologies: possible influence of the laboratory focused on body and movement in improving wellness in primary school students 74
Evaluating the integration of the sensory-motor abilities to facilitate teaching learning processes: a comparison between Italian and Indian models of teaching through the use of VMI test. (ind. SCOPUS) 74
Tecnologie per l'inclusione e Media Education 73
Motor activities and sport in the educational context of the Campania Region 73
SKILLS AND FORECAST FOR MEDIA EDUCATORS 73
Lab-H: A Laboratory to Develop 3D Printable Inclusive Open Educational Resources 73
La natura “embodied” dei processi di insegnamento/apprendimento: prospettive di ricerca sulla semplessità 70
Sviluppare le digital skills negli studenti della scuola secondaria di secondo grado attraverso la stampa 3D dei digital assets di “Un tuffo nel blu” 69
Corporeità Tecnologiche 68
Software didattici e dislessia 68
Natural user interfaces as a powerful tool for courseware design in physical education 68
Motor skills and new technologies to have access to school knowledge in italian primary school 67
null 65
Motor activities and virtual reality to teach music in primary school for partially sighted pupils 64
DESIGNING AND DEVELOPING A WEB APPLICATION FOR LEARNING GEOGRAPHY 64
LEARNING AND EMOTIONAL-AFFECTIVE MUSEUM EXPERIENCE VIA TEXTUAL SENTIMENT ANALYSIS 63
Physical Education and sport in campania region 63
ROBOTICS TO PROMOTE THE DEVELOPMENT OF SOCIAL SKILLS IN AUTISTIC CHILDREN 60
Perceptual egocentrism and mental rotation in primary school age: the invisible man paradigm proposal. Journal of Inclusive Methodology and Technology in Learning and Teaching, 3(1). https://doi.org/10.32043/jimtlt.v3i1.75 59
Come la stampa 3D della Stanza di Ames può favorire il cambio di prospettiva visuo-spaziale nei discenti e nei docenti 59
New Technologies for Motor Didactics (IND. COPERNICUS) 57
Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti 55
DAL METAVERSO ALLA STAMPA 3D: Prospettive semplesse della didattica innovativa 55
Learning Management System applicati alla disabilità 54
Analisi e rimodellizzazione creativa del mondo reale in ambienti virtuali. La scansione 3D di reperti archeologici 54
EMOROBOT: AN OPEN-SOURCE ROBOT TO PROMOTE THE DEVELOPMENT OF SOCIAL SKILLS IN CHILDREN WITH AUTISM 54
El espacio empático en la educación: representación del espacio y empatía, de Piaget a la didáctica de la “simplicidad” 52
D-BOX: how to teach binary code using a game in primary school 52
L'IMPORTANZA DELL'UNCANNY VALLEY E DELL'EMOTIONAL DESIGN NEGLI AMBIENTI D’APPRENDIMENTO VIRTUALE: POSSIBILI IMPATTI SULLA GESTIONE DELLA RISPOSTA EMOTIVA DEL DISCENTE 52
An Edugame as a Didactic Tool for the Development of Executive Functions 50
La filosofia della scienza: Metodi e metodologie della ricerca scientifica 50
SIM Scuola Italiana Moderna 50
HOW SERIOUS CAN PROMOTE INCLUSION, HISTORY AND CULTURAL HERITAGE THROUGH THE VIRTUAL REALITY 49
Totale 11.378
Categoria #
all - tutte 39.556
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 39.556


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021896 31 58 59 14 86 36 82 52 118 89 139 132
2021/2022967 38 16 9 44 24 33 11 53 103 90 212 334
2022/20231.485 121 106 45 175 177 261 54 108 176 50 128 84
2023/20241.563 91 119 109 109 120 158 110 138 76 195 124 214
2024/20253.507 107 50 87 131 200 191 336 317 447 194 300 1.147
2025/2026479 479 0 0 0 0 0 0 0 0 0 0 0
Totale 12.764