DI TORE, Stefano
 Distribuzione geografica
Continente #
AS - Asia 18.279
NA - Nord America 5.807
EU - Europa 5.410
SA - Sud America 592
AF - Africa 60
OC - Oceania 8
Continente sconosciuto - Info sul continente non disponibili 7
Totale 30.163
Nazione #
HK - Hong Kong 15.524
US - Stati Uniti d'America 5.724
IT - Italia 3.589
SG - Singapore 1.265
CN - Cina 717
BR - Brasile 488
RU - Federazione Russa 372
DE - Germania 345
VN - Vietnam 304
UA - Ucraina 276
FR - Francia 176
IE - Irlanda 142
TR - Turchia 122
FI - Finlandia 117
KR - Corea 102
SE - Svezia 92
NL - Olanda 84
GB - Regno Unito 71
IN - India 59
AR - Argentina 43
MX - Messico 35
CA - Canada 34
AT - Austria 33
BD - Bangladesh 26
JP - Giappone 26
PL - Polonia 25
AE - Emirati Arabi Uniti 24
ZA - Sudafrica 24
ES - Italia 21
IQ - Iraq 20
ID - Indonesia 18
CZ - Repubblica Ceca 17
EC - Ecuador 12
PY - Paraguay 10
BE - Belgio 9
CL - Cile 9
PH - Filippine 9
PK - Pakistan 9
CH - Svizzera 8
CO - Colombia 8
TH - Thailandia 8
VE - Venezuela 8
GR - Grecia 7
MY - Malesia 7
DZ - Algeria 6
EG - Egitto 6
TW - Taiwan 6
UY - Uruguay 6
AU - Australia 5
EU - Europa 5
IR - Iran 5
LT - Lituania 5
MA - Marocco 5
PE - Perù 5
UZ - Uzbekistan 5
AL - Albania 4
DO - Repubblica Dominicana 4
IL - Israele 4
MK - Macedonia 4
KZ - Kazakistan 3
TN - Tunisia 3
BO - Bolivia 2
BW - Botswana 2
CG - Congo 2
ET - Etiopia 2
GE - Georgia 2
GT - Guatemala 2
JM - Giamaica 2
JO - Giordania 2
KE - Kenya 2
NZ - Nuova Zelanda 2
PS - Palestinian Territory 2
PT - Portogallo 2
RS - Serbia 2
SN - Senegal 2
SV - El Salvador 2
SY - Repubblica araba siriana 2
AM - Armenia 1
AO - Angola 1
BF - Burkina Faso 1
BG - Bulgaria 1
BN - Brunei Darussalam 1
BY - Bielorussia 1
CI - Costa d'Avorio 1
CM - Camerun 1
DK - Danimarca 1
DM - Dominica 1
GH - Ghana 1
GY - Guiana 1
HU - Ungheria 1
KG - Kirghizistan 1
LB - Libano 1
LV - Lettonia 1
MD - Moldavia 1
NG - Nigeria 1
NI - Nicaragua 1
NP - Nepal 1
NR - Nauru 1
OM - Oman 1
PA - Panama 1
Totale 30.155
Città #
Hong Kong 15.511
Ann Arbor 1.091
Dallas 616
Singapore 576
Chandler 517
Wilmington 455
Princeton 357
Jacksonville 351
Woodbridge 323
Ashburn 322
Naples 284
Salerno 225
Rome 213
Houston 210
Beijing 162
Dublin 130
Fisciano 126
Munich 102
Izmir 91
Ho Chi Minh City 85
Milan 80
Andover 76
Los Angeles 76
Nanjing 72
Boardman 63
Moscow 63
Bari 62
Dong Ket 61
Hanoi 59
Pellezzano 57
Mestre 54
Napoli 46
Düsseldorf 44
Turku 41
São Paulo 40
New York 37
Palermo 36
Catania 34
Shenyang 31
Poggiomarino 29
The Dalles 29
Changsha 27
Hebei 27
Redwood City 27
Pune 26
Turin 26
Arcore 25
Fairfield 25
Nanchang 25
Nürnberg 25
Helsinki 24
Nocera Superiore 23
Sarno 23
Tokyo 23
Vasto 23
Warsaw 23
Washington 23
Brescia 22
Denver 22
Jiaxing 22
Livorno 22
Brooklyn 21
Nuremberg 21
San Nicola la Strada 21
Chennai 20
Council Bluffs 20
Dearborn 20
Rio de Janeiro 20
Bologna 19
Capaccio 19
Florence 19
Amsterdam 18
Atlanta 18
Pomigliano d'Arco 18
Seoul 18
Chicago 17
Montreal 16
San Jose 16
Santa Clara 16
Seattle 16
Stockholm 16
Vienna 16
Caserta 15
Norwalk 15
Tianjin 15
Giugliano in Campania 14
Johannesburg 14
Altavilla Irpina 13
Battipaglia 13
Da Nang 13
Haiphong 13
Modena 13
Orem 13
Pescara 13
Cagliari 12
Genoa 12
Paris 12
Acerra 11
Brasília 11
Brno 11
Totale 23.938
Nome #
A Case Study of “3D Dice” as a Possible Training for Perspective-Taking Skills: Perspective Taking, Frog Test, and edugames – Possible Relationships 2.275
Motor skills and new technologies to have access to school knowledge in italian primary school 1.221
Le wearable technologies e la metafora dei sei cappelli per pensare a supporto del seamless learning 975
The value of didactic-pedagogical skills of canoe-polo technical 922
LA TECNOLOGIA DELLA PAROLA: DIDATTICA INCLUSIVA E LETTURA 825
Insegnare a leggere la mente. La realizzazione di un edugame per lo sviluppo delle abilità sociali in soggetti con Disturbo dello Spettro Autistico 768
A Typical Development of Reading Skills in the Italian Primary School: Educational and Technological Perspectives 646
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 637
asd-Robot: un robot stampato in 3D per i bambini con disturbo dello spettro autistico che adotta un approccio educativo inclusivo 618
Corpo, Movimento e didattica: Le potenzialità degli ambienti virtuali per l’accesso ai saperi 594
Human Machine Interaction, Embodied Cognition and Phenomenology: the Body in Digital Storytelling 583
Acchiappanuvole: design di serious-game didattici per l’integrazione visuo-motoria. 582
Come la stampa 3D della Stanza di Ames può favorire il cambio di prospettiva visuo-spaziale nei discenti e nei docenti 577
A Constructivist Approach to Virtual Reality for Experiential Learning 526
Dislessia e complessità didattica della lingua inglese nei contesti scolastici italiani: proposta di un approccio multisensoriale ed interattivo. 524
TRAIETTORIE NON LINEARI NELLA RICERCA 479
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 443
Motor activities and sport in the educational context of the Campania Region 438
Todino, M. D., Di Tore, S., Di Tore, P. A., Iannaccone, A. ., & Sibilio, M. (2023). L’ importanza dell’Uncanny Valley e dell’Emotional Design negli ambienti d’apprendimento virtuale: possibili impatti sulla gestione della risposta emotiva del discente. Journal of Inclusive Methodology and Technology in Learning and Teaching, 3(3). https://doi.org/10.32043/jimtlt.v3i3.103 394
ASD-ROBOT AS AN EDUCATIONAL TOOL FOR AUTISM SPECTRUM DISORDER LEARNING ACTIONS 381
New Technologies for Motor Didactics (IND. COPERNICUS) 335
Simplex approaches to develop reading competence in primary school 307
Visuo-spatial attention and reading abilities: an action game prototype for dyslexic children 295
"Moving Body": The Impact of "Simplexity" and "Educational Corporeality" in Italy 291
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 273
The extended body in the teaching-learning process 261
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 255
Sviluppare le digital skills negli studenti della scuola secondaria di secondo grado attraverso la stampa 3D dei digital assets di “Un tuffo nel blu” 254
Dislessia e videogames: Il potenziale didattico dei videogiochi 252
Semplessità e lettura della mente. Strategie didattiche inclusive 249
Software didattici e dislessia 243
SIM Scuola Italiana Moderna 241
Notational analysis of tactics used by canoe polo national teams during the european and world championships semifinal and final matches, from 2006 till today 229
Divergent didactics in the age of complexity. The categorical architecture of knowledge’s overcoming 223
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 215
Enhancing Cultural Heritage through Extended Reality and 3D Printing: Towards Inclusive and Sustainable Experiences 210
Sensory Motor Interaction in Virtual Environment to Promote Teaching-Learning Process (ind. COPERNICUS) 206
The educational use of stabilometric platforms for the realization of physical activity for the elderly 204
El espacio empático en la educación: representación del espacio y empatía, de Piaget a la didáctica de la “simplicidad” 202
Transmedia Digital Storytelling to Match Students’ Cognitive Styles in Special Education 197
MAXIMISING ACCESSIBILITY IN MUSEUM EDUCATION THROUGH VIRTUAL REALITY: AN INCLUSIVE PERSPECTIVE 196
Turtle Game Stop & Go: Un Edugame per promuovere le funzioni esecutive nei bambini con disabilità 185
Colmare il divario tra Scuola e Storia: il Progetto Scan Italy 182
Design and Development of an Inclusive Learning Videogames Aimed to Promote the Development of Reading and Writing Skills. 181
D-BOX: how to teach binary code using a game in primary school 181
LEARNING AND EMOTIONAL-AFFECTIVE MUSEUM EXPERIENCE VIA TEXTUAL SENTIMENT ANALYSIS 171
MEASURING EMPATHY TO SUPPORT LEARNING DESIGN AND NARRATIVE GAME: A PHENOMENOLOGICAL APPROACH 171
Virtual Reality Head-Mounted Display Used In Online & Distance Education 168
Il Gioco delle Forme”: Design and Development of an Educational Exergame 164
Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study 162
L'IMPORTANZA DELL'UNCANNY VALLEY E DELL'EMOTIONAL DESIGN NEGLI AMBIENTI D’APPRENDIMENTO VIRTUALE: POSSIBILI IMPATTI SULLA GESTIONE DELLA RISPOSTA EMOTIVA DEL DISCENTE 160
Spazio, movimento, prospettiva ed empatia: un prototipo di videogame didattico 158
FROM PRESENCE TO DISTANCE IN MUSEUM EDUCATION: THE USE OF ARCHAEOLOGICAL FINDS TO CREATE DIGITAL ASSETS THROUGH 3D SCANNING 156
Pilot Study in Visual Motor Integration and Specific Learning Disabilities 153
Valuing the material in the immaterial: The MUSeum Editor for accessibility and cultural heritage. 146
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) 145
Measuring perspective taking with the “Virtual Class” videogame: A child development study 144
Natural user interfaces as a powerful tool for courseware design in physical education 144
DESIGNING AND DEVELOPING A WEB APPLICATION FOR LEARNING GEOGRAPHY 143
The use of the calorimetric system to measure factors related to the competence of teachers of primary school 142
Educational technology for inclusion: Design of an educational software for individuals with autism spectrum disorders 142
IKeWYSe – I Know What You See - An educational ontology-driven simulation game to foster perspective-taking skills 140
Design di una soluzione pedagogico-didattica-tecnologica 139
Body, movement and space for a simplex didactics 138
Exergames as Teaching Tools 134
Corporeità Tecnologiche 134
Didactics and “Simplexity”: Umwelt as a Perceptive Interface 133
Implied Neuropedagogy and symbolic interactionism an interpretative system for the gesture language 132
“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” 127
How technologies in the classroom are modifying space and time management in teachers’experience? 127
The potentials of bodily experience in the meaningful Learning:a teaching-methodological hypothesis for a dynamic construction of concepts 126
LA DIMENSIONE PEDAGOGICA ED IL VALORE INCLUSIVO DEL CORPO E DEL MOVIMENTO 125
Lo sviluppo delle social Skills in bambini con disturbo dello Spettro Autistico. L'ASD-robot 124
Lab-H: A Laboratory to Develop 3D Printable Inclusive Open Educational Resources 121
Augmented body 119
MetaWelt: Embodied in Which Body? Simplex Didactics to Live the Web 3.0 117
Non-player Character Smart in Virtual Learning Environment: Empowering Education Through Artificial Intelligence 116
SKILLS AND FORECAST FOR MEDIA EDUCATORS 116
Media Education 115
Cartografia e gamification: la web-application GeoBes 115
An Edugame as a Didactic Tool for the Development of Executive Functions 114
Didattica semplessa e competenze di lettura nella scuola primaria 112
La Perspective taking e i meccanismi di codifica in ambiente virtuale. 110
L'invisibile tecnologia della parola: design e sviluppo di un software per dislessici 108
Can I Consider the Pong Racket as a Part of My Body?: Toward a Digital Body Literacy 107
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) 105
The Enactive Didactics for Enactive Mind:The Evolution of a Learning Model 105
Digital Umwelt: Towards a Didactic Use of Natural Interfaces 104
IKEWYSE – I KNOW WHAT YOU SEE AN EDUCATIONAL TOOL FOR PERSPECTIVE-TAKING SKILLS 101
Le nuove tecnologie come strumenti di autovalutazione dei modelli metodologici adottati dai docenti di educazione fisica nella scuola secondaria 100
Exergames as Teaching Tools: New Forms of Human Machine Interaction 99
L’apprendimento in ambienti di mixed reality 99
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 97
Accessibilità, Digital Twin e Philosophy of Design: il progetto ScanItaly tra nuove prospettive di accesso al patrimonio storico, artistico e culturale e nuove questioni semiotiche 96
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. 96
Motion Analysis in Didactic Exergames Design 95
Measuring the Reading Abilities of Dyslexic Children through a Visual Game 94
Tecnologie per l'inclusione e Media Education 93
Physical Education and sport in campania region 92
ASD-ROBOT: AN APPROACH THAT TAKES INTO ACCOUNT THE SENSORIALITY IN THE INTERACTION BETWEEN CHILD, THERAPIST AND ROBOT 90
Totale 27.159
Categoria #
all - tutte 66.273
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 66.273


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021648 0 0 0 0 0 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
2025/202618.220 3.864 7.311 4.790 892 957 406 0 0 0 0 0 0
Totale 30.505